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Batteries are only there to tell me when power consumption exceeds production, which is only when the shields are all being recharged simulatenously. Because batteries will be drained before power is reduced to the exoskeletons this gives me early warning when I have to start running away (strategically advance in reverse) before my exoskeletons start losing power and slow down because of power loss.
I tend to wade directly into the center of enemy bases using destroyer capsules and distractor capsules... and it's not a problem to run away quickly so long as I have enough juice to power shield recharge and exoskeletons-- but even with 3x fusion reactors-- I don't have enough power to supply long term needs. So when the batteries are getting low, that's my queue to get out from the center of the enemy base.
(And as far as this strategy working without devestator and distractor capsules-- forgetaboutit.)
Maxed out flame thrower skills, soloed. No capsules, no vehicles. Run into middle of big nest and spin in a circle burning everything. Made 1400 artifacts in one sortie. Only once went below 50%.
I'm happy with it. If I add capsules it'd be even easier.
(0.83 evolve)
Have not tried this yet but I think doing it this way means batteries won't lose their charge. It would also be faster to switch one piece of armor rather than swapping out the armor pieces.
You could set up an armor for combat (heavy shields), one armor for mobility (exoskeletons), and one for building ( personal roboport).
If you swap armor and the armor you equip has charged batteries, then yes, you should be fine-- but if the armor does not have charged batteries you could be in for some surprises.
I've not played in a bit (just responding to the 6 month necro)-- so I forget about whether batteries keep their charge when you swap the armor out-- but I think they do. (Deserves more testing.)
6 exoskeletons, 2 fusion reactors, 4 shields, and 2 batteries.
The legs are paramount to avoiding massive groups of biters. 4 shields is more than enough. I have done clearing work with only 2 shields. And the batteries are there as a buffer. Everything in Factorio needs a buffer :)
Running around: Fusion reactor, 7 exoskeletons, night vision, roboport, and batteries to fill the rest. The 7 exoskeletons are necessary when you have massive amounts of products moving around a huge factory on conveyor belts and slowing the game down.
Laying down large blueprints: 3 fusion reactors, 1 exoskeleton, 7 roboports, NVG, and batteries.
It's not hard to swap between the two setups.
No, 73. Obviously.
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