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On defense, you can use construction robots to automatically repair your defenses while you're away, and even rebuild destroyed things if they have the supplies. Look for the Robotics research and its follow-ups. IIRC you get a tutorial on how it all works once you get the research.
Make sure you have enough power generating capacity -- during a large attack, laser turrets can drain their reserves and if your power plant can't keep up, your laser turret defenses will become a lot less effective.
Flamethrower turrets can complement the lasers on defense.
On offense, the tank is a good upgrade for durability. You can shoot using its machine gun (or its other weapons), and it can even just run over biter buildings to destroy them, so you can flatten a base in several passes through it. At some point bases become too large for that to be a safe option, though.
Another option for offense is to run a power line out towards the biter base and build a row/cluster of laser turrets nearby... and then another row/cluster of laser turrets a little closer... and keep inching forward until you level the base.
Another great offensive option is to equip yourself with modular armor or power armor, and fill it with a bunch of personal laser defense and shield generators (and the necessary power generation and battery storage, of course). The personal laser defense combines well with riding a tank, since all of your personal lasers will still shoot, but you get to enjoy the tank's durability.
There are other things you can research in the military tree but I don't use them very often, so I can't speak to their effectiveness.
When you get to high tech, there is artillery you can use to shell biters from long distances. Also nukes too. I haven't used them much myself (I haven't really done megabasing yet, so I'm still in the era where I can personally wipe out bases without too much trouble), but people seem to like the artillery a lot.
https://www.youtube.com/watch?v=hM2YThrpq0U
If you don't have construction robots yet you can set out another double wall. Set it so the outside wall is 1 tile away from your turret's maximum range. Gun turrets out range all spitters by at least one tile so the spit will not hit the turrets unless they break an outside wall block.
Run a belt along the back of your gun turrets. Groups of 20 turrets work well enough. Put a chest using a stack inserter if you have it, or a fast inserter if not, to feed the belt with ammunition and then set up standard inserters to feed the turrets and put 4-5 stacks of ammo in the chest.
Put a row of laser turrets behind the ammo belt and then a row of flamethrower turrets behind that that gives you the right range that all turret types will hit targets outside your exterior wall.
Set up roboports so the exterior wall is aligned with the edge of the construction area. The robots will make repairs automatically if you supply them with repair packs and will replace broke wall blocks if you supply them with walls.
If you don't have construction robots yet add a couple extra layers of wall on the inside side of your exterior wall to make sure that the bugs can't break through quickly.
Don't make manual repairs to your walls. Manual repairs take a long time. When you make a repair run just replace missing wall blocks. That's much faster than making manual repairs.
To take out nests it depends what weapons you have available. The car is very fast and can out run the bugs. You can drive around the nest in circles watching out for obstacles and just hold down the space bar to fire the car's submachine gun. If you have grenades you can throw them out the car's window as you drive.
If you have poison capsules they have longer range than the grenades they do no damage to nests little damage to bugs but they chew up the worms quite quickly. 3 poison capsules will kill the largest worm.
Tanks is good unless you are up against too many large worms but once you get the largest bugs (green ones) then tank isn't good enough any more.
If you have explosive rockets and a launcher you can get close to the nests. When the worms raise up out of the ground that's a good place to stop. Lay out a row of 8 turrets. Gun turrets can be quickly filled by holding a stack of ammo and shift+left click across the row. or you can use a substation and laser turrets. Step toward the nests and fire rockets. Retreat behind the turrets if you start to get overwhelmed.
To help keep bugs off you, you can use the capsule robots (defender, distractor, or destroyer) which ever you have available or a mix.
Also, a single poison capsule can kill a cluster of small worms; you can stack 2 capsules for killing medium worms or 3 for big/behemoth. Even though they don't damage the nests they're probably cheaper than shooting the cluster of worms with red ammo, not to mention tossing 1-3 capsules requires less of the player's effort/time. Plus, poison capsules can't damage the player if they are in a vehicle, so you can liberally toss them to thin out large crowds in a big nest, or if you accidentally ram a rock with a horde trailing behind the tank.
Poison capsule are transiently useful in exactly the way you describe, but AFAIK they don't get boosted by any of the military upgrade techs, so become effectively obsolete much more quickly than the defender bots do.
I didn't learn to deal with biters before they were introduced, didn't get the game until 1.1, Somehow I just didn't get into their use. I want to, over time, learn how to use the shooting capsules, gas capsules, and grenades in various combinations with, and maybe without, bullets and rockets. Not, necessarily to find the "best" one, but to have different options when ever I choose to. Just an aspect of the game I've mostly ignored. Remove them when they're a problem and let the walls deal with them when I don't need more space.
Of course, it's also a safe bet that I'll never be doing a deathworld map either. Biters off is quite likely, biters maxed just ain't gonna happen.
Depending on how fast evolution is occurring compared to your research, poison could be more efficient vs tier 3 ("big") enemies than defenders. Defenders have a base damage of 8 per shot while big biters have 8 flat damage mitigation and big worms have 10. You need a fair amount of research to get the defender damage above 16 DPS on a single big biter/worm, whereas poison capsules do that in AOE damage from the start, though obviously have the limitation of only doing damage in the specified area.
I wouldn't say that poison capsules are incredibly OP or anything, I just think they're better than we tend to realize, same as defenders. IME, it's very easy as a new player to disregard both in favor of more "conventional" weapons, like the SMG, grenades, vehicles, and even turret creep. And yet, these tools are actually pretty new player-friendly when it comes to destroying bases, because you can just focus on tossing them out and then dodging stuff, instead of shooting at everything yourself. And, used correctly/sparingly, they're pretty resource-efficient too. Prior to damage upgrades, it takes 6 grenades to kill a small worm, vs one poison, and the grenade has about half the effect radius. (though, to be fair, the grenade can damage nests too, which is a major "pro")
Obviously, there comes a point in time where a single spidertron can wipe out a big group of nests just using its equipment grid, but at that point the defenders are unnecessary too.
It does sound like your 20 lasers is keeping up with the enemies and all you need are bots with repair packs to repair them. A few lasers is definitely the quickest and easiest way to defend an outpost.
A screenshot of your entire base (with current research showing) would help determine what defenses is best suited for it. Also tell us the evolution level.
I guess it's worth pointing out that each module costs more to make than the miner it is going into, so you need to be careful to keep it from getting destroyed. And that higher tier efficiency modules are terrible in terms of cost to produce vs actual benefits. Not that it's relevant to the discussion at hand, but tier 2&3 efficiency modules are one of the few things where seems like Wube actually failed at balancing something.
A one time cost is not cheaper because it is a one time cost instead of a recurring cost. In economics you have to take into account when the investment takes place. Even disregarding inflation $1 paid now is a higher cost than $1 paid in a year because you can use that $1 for that year to make more money. A company paying $100 today to get $1 per year forever may be a bad investment even though theoretically it is returning infinite $. It is bad again because each $1 is further into the future and thus worth less and less.
Similarly in this game investing in modules at some specific time may not see enough return to make them worth it. It is a large investment so it shouldn't be made reflexively. One mine can easily have 2-500 miners. That's 3000-7500 red circuits. Could you do something better with those?
2) Efficiency modules are less useful than their counterparts, but I don't think it is bad game design to have them cost the same. T2 and T3 efficiency modules are required if you want to offset the power/pollution cost of moduled production facilities. I don't think a lower cost would make them more popular though. They have very niche uses and all of them include lots of the other two T3 modules, so you are already able to spend a lot at that point and you can afford them.
Where is this figure coming from? Have you been watching OP streaming or something? Are there screenshots somewhere that I missed? Idle miners wouldn't be triggering attacks. However often the miners run, they're still putting out pollution that is triggering attack waves. Regardless of what the exact pollution value is, 60% less is still 60% less.
The only exception would be if a separate part of the base is actually triggering the attacks and the biters are accidentally bumping into the mining outpost. That seems pretty unlikely, especially since OP goes to the effort of pointing out that they need the resources coming out of those outposts. You don't get critical resources out of inactive outposts.
Instead of making a bad bet, you could have correctly pointed out that before there's enough mods for every miner, OP should prioritize placement of the mods into the most active miners. (i.e. at the back of the belt line)
And yet, you reflexively dismissed it. Return on investment? Attack waves are damaging the outpost, even destroying turrets. Weaker or nonexistent waves make for less wasted materials, and less time for the player spent organizing damage control. Sure, you can build out more defenses, but those still have an upfront + ongoing cost.
It's not the price I'm objecting to, it's how weak they are for that level of investment. The benefits of the other modules go up by roughly 50% of the previous tier. But efficiency just gets a flat +10% boost. 30%->40%->50%. Considering efficiency is based on the building's default energy consumption, instead of whatever it is after applying speed/productivity, that's not much. Even 30%->45%->60% would be an improvement more in-line with the other mods, though I think 30%->60%->90% would be better. Or a rebalance that makes them multiplicative with other mods, instead of additive.
On top of that, the importance of efficiency mods goes down over time. By the time you launch a rocket, most buildings are far better off with a combination of productivity and speed modules, because reducing the amount of materials needed is great, but power is cheap and pollution matters less once you've gotten to infinite military tech.