Factorio

Factorio

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Freezpior Apr 4, 2019 @ 4:55pm
How can I beat behemoth?
I'm actually scared right now because I played the game for 15 hours and haven't researched purple and yellow science because i'm busy building my MAIN BUS.

I only have some few gun turret with red ammo but no walls xD

I have tanks
Last edited by Freezpior; Apr 8, 2019 @ 1:57pm
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Showing 1-15 of 25 comments
Jupiter3927 Apr 4, 2019 @ 5:01pm 
Use the tank to run away while shooting.
Green biters are tough and will chew through your tank pretty fast.

Don't worry about them until they start showing up though.
Lunacy Apr 4, 2019 @ 6:51pm 
I don't think a behemoth should spawn before you launch a rocket? At least that's the case I've observed.
Warlord Apr 4, 2019 @ 8:11pm 
Originally posted by Lunacy:
I don't think a behemoth should spawn before you launch a rocket? At least that's the case I've observed.
It depends on the pollution generated. Generally, they don't show up until you are at .90 evolution, which takes a LOT of pollution to get to. It took me destroying thousands of biter nests before their evolution got high enough that behemoths started showing.

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.
SirSanjiSlacks Apr 4, 2019 @ 9:19pm 
Get walls, one layer thick is fine, get gun turret 2's or 3's and make them every 5 blocks filled with 30 rounds a piece of regular ammo, and/or get some laser turrets.

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.
andreykl Apr 5, 2019 @ 9:16am 
Originally posted by Warlord:
It depends on the pollution generated. Generally, they don't show up until you are at .90 evolution, which takes a LOT of pollution to get to.
Do you mean pollution consumed by spawners or pollution produced in general?
Purpleganja Apr 5, 2019 @ 9:51am 
It is the total pollution that evolves the biters, the pollution absorbed only make them spawn attack groups.
Zaflis Apr 5, 2019 @ 10:49am 
Use /evolution command to check what contributes most (time, global pollution, kills). Biter kills also do not evolve them, only the hive (maybe worm too?) kills count.
Warlord Apr 5, 2019 @ 11:16am 
Originally posted by Purpleganja:
It is the total pollution that evolves the biters, the pollution absorbed only make them spawn attack groups.
Yeah. I used to think that pollution absorbed was what made them evolved. But apparently it's just pollution given off. Even if the nearest biters are miles away, their evolution factor increases when you build.
andreykl Apr 5, 2019 @ 12:29pm 
Originally posted by Purpleganja:
It is the total pollution that evolves the biters, the pollution absorbed only make them spawn attack groups.
Thanks for the info.
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.
Purpleganja Apr 5, 2019 @ 9:45pm 
Originally posted by andreykl:
Originally posted by Purpleganja:
It is the total pollution that evolves the biters, the pollution absorbed only make them spawn attack groups.
Thanks for the info.
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.
SalukaOfLand Apr 5, 2019 @ 9:53pm 
My game bugged up so I was getting them early. (pollution was effecting them more or something?) I just did walls + laser. Was rough going for a bit due to being unprepared and 1 shotted but doable.
Zaflis Apr 6, 2019 @ 5:59am 
Maybe you didn't explore your pollution cloud? More radar coverage.
andreykl Apr 8, 2019 @ 1:15am 
Originally posted by Purpleganja:
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.
Need to clarify now: is it total produced polution that evolve bitters or some kind of 'total highest on the map'?
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.

Originally posted by SalukaOfLand:
My game bugged up so I was getting them early. (pollution was effecting them more or something?) I just did walls + laser. Was rough going for a bit due to being unprepared and 1 shotted but doable.
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.
Originally posted by andreykl:
Need to clarify now: is it total produced polution that evolve bitters or some kind of 'total highest on the map'?
If it is total produced, then what the point of reducing polution by dissipating and trees?

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.


Originally posted by andreykl:
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.

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.
andreykl Apr 8, 2019 @ 6:35am 
Originally posted by andreykl:
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.
Radar prevents a respawn, not grenades. Since radars around my base prevent respawn of bases, pollution doesn't reach any spawners and I don't get waves of incoming bitters.
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.

Originally posted by Colonel Sanders Lite:
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.
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.
Last edited by andreykl; Apr 8, 2019 @ 6:36am
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Date Posted: Apr 4, 2019 @ 4:55pm
Posts: 25