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I usually do a perimeter wall around a large area with gun turrets and a single stone wall, then have broken layered sections of double walls to force the biters to walk longer to get to the main wall. This so that the turrets can shoot them for much longer before they get attacked themselves.
Spawners that are within your Pollution Cloud do not like it. They soak up some of the pollution, and every so often will "spend" it on biters and spitters with which to attack your factory. Barring certain mods (Rampant, I'm looking at you) as long as there are no spawners within your cloud, you won't ever be attacked.
Now, biters get stronger for three things. Time, total pollution you produce (for this, cloud size and spawners within are not relevant, its the total pollution), and spawners you kill. Left alone, the biters will get stronger. Provoked, by killing their spawners and by polluting the planet, strengthens them more.
Even with spawner kills contributing to biter evolution, it is better to clear the spawners from your cloud than to keep suffering attacks. Biters and spitters do not contribute to evolution, so killing them by the thousands is not going to harm you (other than stressing your ammo production, or power production, depending on what you are using for base defense) but it is far simpler to kill the spawners and not suffer those attacks. You'll want the room to grow, basically.
So what constitutes the best defense? Honestly, I've never bothered with flame turrets. What I have done is turret walls, and laser turret walls.
Gun walls, aka turret walls, are a wall, and one or two spaces away from the wall, is a line of turrets. An inserter feeds the turret from a chest, locked down to one slot. Another inserter feeds the chest from a belt of ammo that runs the entire length of the wall. Sound complicated?
A Laser Turret wall is similar. Except, instead of the belt of ammo feeding chests feeding the turrets, all you have is a line of small or medium power poles - or substations - behind the laser turrets, feeding them power.
Gun turrets are higher DPS, for the same amount of science spent, than laser turrets. Lasers, however, are far simpler to maintain and depending on your power supply, may not even require additional resources beyond what it took to make them. Gun turrets, by requiring ammo, require far more in terms of resources over time.
A single line of turrets is enough to defend a base. If you are playing modded or suffering from really large attacks, putting flame turrets out in front of the guns or lasers may make you even more secure. Feed the flame turrets with Light Oil.
Best defense early is wall tiles with a few gun turrets in select areas to retain resources.
Laser turrets are the most robust as they dont require resupply production lines and delivery. They will eat alot of power though ,if not prepared they can cause a black out and disable ALL turrets. So bump up steam engines and other power sources.
Late game(after launching rocket or sooner on ceryain scenarios) artillery is king, as long as your artillery post is defended well. Expensive but supplied correctly biters will be no issue.
Flame turrets are hard ti use effectively if you are new.
Flamethrower turrets do require addition turret support, either gun or laser, as they cannot protect themselves. I prefer to use gun turrets as they require no energy and will still defend if your power goes down. I use a belt feed with ammo and wood and then burner inserters to keep the turrets filled with ammo.
https://steamcommunity.com/sharedfiles/filedetails/?id=1709506438
The gun turrets never actually fired a shot in this small attack.
I usually only start with one or two gun turrets next to the flamethrowers, and fill in more gun turrets as needed.
https://steamcommunity.com/sharedfiles/filedetails/?id=1709515054
mid/late game its going to be "death walls" , this been effective since "forever" and there is usualy not bad way to make them , you can make flame deathwall , turrets , lasers , mix of both or 3
if your low on recources first just make one not too far from base and as you get more recources later make another "further" and then just redirect ammo to second one and dissemble the first
Just playing my first Deathworld and...failing :)
deathworlds are not as threatening now , now you got artylery , artylery train and nukes ,
tho getting to them is still challanging
playing with start location 200-300% usualy helps
Its a super simple and inexpensive solution so you don't need to continually hint down alien bases (that's what artillery is for XD).