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Construction robots use the wider area so that way they take longer to reach the damaged items and the fight is generally finished by then.
Flamethrower turrets are anything but bad since they allow you to kill spitters early on (thanks to the fire that stays on the ground) unlike laser turrets that can only damage the closest enemy (gun turrets don't have the range to even fire on larger spitters).
This means that the potential damage on your walls and turrets are greatly reduced without needing.
In theory, the damage to your walls should be minimal at best, most of the damaged walls should be on the defensive wall instead of the dragon teeth, meaning that the fire should rarely be an issue for your drones.
This seems to be outdated information, the wiki has Behemoth Spitters at a range of 16 and gun turrets at a range of 18, they should reach them. Maybe it was different in an earlier version?
The construction bots do take damage from the fire and you do have to replace some on occasion. The ones damaged by the fire cause other bots to come out and repair them and those bots then take damage too which deploys another bot. There are 2 ways to solve that either leave your robot speed slow so the fire is out before the robots arrive (not ideal) or use infinite research to really speed up your robots so that they go out and back faster and spend less time in the fire. I also make sure that the very edge of the construction range of the roboport is at the maximum range of the outside edge of the defenses.
https://steamcommunity.com/sharedfiles/filedetails/?id=2602877802
My solution to bots dying to fire is to have only a few construction bots at any one time covering a large section of wall.
Bots never need to repair a wall while an attack is going on, and with more pollution you'll get larger attacks rather than more frequent attacks, so even a few bots never get overburdened, but having just a few bots means they will be far away and thus take a long time to reach the damaged part. Even a large attack should be over by then.
Of course sometimes the attack happens when the bots are already nearby and then they'll die. Bot death is unavoidable unless you clear the entire pollution cloud and turn off biter expansion (rail world).
Maybe if I had not upgraded robot speed it would make them slow enough. But that makes robots kind of useless for other tasks.
I've tested with 3-4 deep laser and the survivability of robots is lower as it takes to long to kill spitters.
Yet to test guns with uranium ammo in front, but my experience is these turrets die to fast from behemoth spitters.
Tbh there should be a late tech that increases robot hp.
Replacing the occasional construction robot is just a fact of life but by the time you can make them you should have enough of a surplus to replace the infrequent loss.
And for larger areas robots still reach repair spots pretty fast. If I could tell them to not repair walls and just the turrets it would probably be easier. You could have the walls stored far away.
I can replace them just fine, that is not the problem. I just find it annoying that they are stupid enough to kill themselves in friendly fire. They should at least have some late upgrade to make them fireproof or something if they can't avoid the fire.
As it is now they have 100? hp and pretty much die instantly if they attempt to repair a wall that also have fire.
I can loose 5+ robots per big attack if the wall sections get damaged enough. Some die from spitter attacks instantly as well it seems.
The alarm is getting kind of tiring.
The flame thrower does 3 types of damage.
1. Ignition damage. Any target that is directly targeted by the flamethrower turret takes 100 ignition fire damage/sec for up to 30 seconds. This type damage can't affect the player or the robots since they can't be targeted by the flamethrower turrets.
2. Contact damage which is 3 fire damage/sec.
3. Fire on the ground which is 13 fire damage/sec and lasts 2 seconds.
A flamethrower targets the closest non-ignited enemy first and then goes on to target all non-ignited enemies. Once all enemies are ignited the turret targets the closest still alive enemy.
This damage is location specific and also turret specific. Multiple turrets firing on the same tile do not increase this damage faster. If enemies are in one particular tile and the turret keeps firing at that location the AOE damage (ground fire) increases in both size and intensity until it reaches a maximum duration of 30 seconds and a cap of 6 times base damage.
All of this is additionally modified by both damage increase for flamethrower turrets and flamethrower ammunition which is multiplicative rather than additive.
If you want to save your robots then you want to depend on ignition damage since no bug can survive it even without any of the damage researches (a behemoth biter has 3,000 health and no fire resistance, if it is ignited by base damage flame thrower turrets using crude oil, 100 ignition damage/second for the 30 seconds will kill it). Damage researches just means that it happens faster.
Choke points concentrate ground fire damage and make the fire burn hotter and last longer. If you can design your walls to spread the bugs out instead of concentrating them in one spot the ground fire will be out before the robots arrive or will have diminished enough for them to survive the contact damage and the ground fire. It might seem counter intuitive but the way to do this t\is to increase the damage bonus for you flame throwers so that the ignition damage kills the bugs faster so that less ground fire is created.
As I previously mentioned speeding your robots up means that they spend less time taking contact and ground fire damage.
Robots have 0/85% resistance to fire damage but have no resistance to acid damage. A behemoth spitter does 60 contact acid damage and then 360 acid damage/sec after that so a robot lasts less than 1 second.
TL:DR
The five most effective strategies for saving your robots are:
1. Damage researches so that ignition damage kills the targets faster and AOE build up is reduced.
2. Faster robot speeds so that they spend less time in the ground fire.
3. Spreading waves over a larger area rather than a smaller area/choke point so that you are depending more on ignition damage and less on ground fire damage.
4. Increase the number of flamethrower turrets in a given area to speed up ignitions and to keep a single turret from concentrating fire on one specific place and building up a huge bonfire that lasts too long and does too much damage after all enemies are killed.
5. Layer other turret types with the flamethrowers to kill bugs faster and reduce ground fire build up.
Its much cheaper in terms of resources to replace a couple extra walls than a single bot.
Occasionally i will get a spitter at the corner that found a sweet spot to fire at bots fixing the outer wall but they usually move in slightly to chase the bots returning and get fried eventually anyway, i have it set up to automatically replenish bots under a certain amount.