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Green biters are tough and will chew through your tank pretty fast.
Don't worry about them until they start showing up though.
BTW, a neat way of seeing evolution is to press "P" and go to the pollution tab. If any nests are absorbing pollution, they will show up here and it tells you what their evolution level is, as well as what percent of the attacks will be blue versus red biters.
They aren't a problem if you can outrange their speed.
Alternatively just go murk the bases with 6K of regular ammo and 30 turrets.
That's a rather limiting factor... Sans for efficiency upgrades there is very little that can reduce pollution production. Solars can mitigate a bit by replacing boilers, higher tier automation produces noticeably less, but overall it seems like jumping to T1 efficiency modules is first priority since they can cut up to 60% of pollution for most facilities at that level (with 2 slots), up to 80% for miners and oil processing facilities.
Time and space are good at reducing local pollution; time evolves the biters too, but if they don't spawn attack groups very fast, they are less of a problem.
Trees absorb a good amount, but regular ground and lakes dissipate it over time too (big lakes are awesome at keeping distances without needing defenses).
So keeping the base modest and/or letting it take breaks between research while having your lines of defense far away from the center of pollution will make attack groups much easier to handle.
Given enough off time,pollution will fade and the biters won't even attack anymore. Idling behemoths are not much of a threat. That extreme is not really needed tho, only a way to get back on tracks if you find yourself overwhelmed.
If it is total produced, then what the point of reducing polution by dissipating and trees?
Last time I played I went by the rule: if there is a hive in/close to my polution cloud, grenade it out and place radar post. Normal ammo costs 5 iron plates (piercing one - double that with less cost/efficiency ratio), so it is cheaper to use 20-50 grenades once to destroy hive and make sure it won't spawn again then to worry about bitter attacks.
Evolution is what's getting me worried - since it raises with polution, I can get outpaced and simply won't be able to dial with hives that pop up.
0.17? Map was litered with them from the start, one being two sectors away from initial batch of resources and gave me a lot of trouble untill I researched grenades.
Evolution is controlled by a mixture of total pollution produced, time, and the number of spawners you have destroyed.
The advantage of trees eating the pollution is that the pollution that reaches the spawners is actually how the biter bases spawn attack waves. If no pollution reaches the spawners, they will not attack, only expand.
I'm not certain what you mean, but if you're saying that bases killed by bullets respawn and bases killed by grenades do not, you're incorrect.
I use grenades because in 0.17 bases are too big from the start (2-4 hives with stationary defenses and very frequent). I failed to destroy them with machinegun alone - new defense-bitters spawn faster then I kill them (unless I place turrets nearby). Grenades appeared to be far faster and cheaper solution once researched.
Issue was reducing production to slow down evolution, not negation. I fail to see how trees are related to that. That's why I clarified about total pollution. Sorry, but your advice about trees is totally out of context.
I know that they reduce pollution (pollution stats in UI show as much), they just don't reduce pollution production and have very little value once your perimeter is clear of hives.