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Ein Übersetzungsproblem melden
Came to say the same thing. 2 block thick wall, 4 lasers (with spitter priority) + 2 flamers every few steps, everything covered in a bot network with a blue chest filled with repair tools every 2 ports, radars every so often to remote view everything... Not a single biter was able to touch my walls until the behemoth ones started to spawn. And now the best they can do before get extra crispy is scratch the paint of my walls.
Once I need to scout for oil, I kill all the bases near my pollution cloud using the turret creep method.
When I get bots, solar panels, accumulators, and laser turrets unlocked, I build a wall with two layers of stone wall and two layers of laser turrets completely around a large area. Then I clear all biters inside the walls with a tank, cannon shells, personal lasers and poison capsules.
After I get a train network up and running I, add roboports to the walls and setup resupply depots at regular intervals. I break the logistic grids along the walls into straight sections where bots will not cross into biter territory. The supply train brings in repair packs, replacement wall, turrets and bots.
This works fine until late game techs like artillery and spidertrons are available.
If you are very careful you can create a 'zoo' for the spawners. Placing the turrets far enough out that the spawners are out of range, or far enough that the wall is out of worm range, you can wall off the spawner. The initial population of biters and spitters is eliminated during construction and the spawners make new ones on a slow basis and they're agro'd and attack the wall quickly. It's a turkey shoot with one or two bugs at a time.
Side benefit is that the spawners keep absorbing the pollution so your cloud grows slower.
These walls were very overkill. Didn't realise what I was doing much yet when I make this thing, and it's partners.
https://steamcommunity.com/sharedfiles/filedetails/?id=2952396177
that "zoo" is how i ended up designing my current wall setup, trial and error with trying to minimize the amount of damage it took
And see I had no idea what I'm doing, so my base is spaghetti ticking basically the walls and turrets boxes with roboports randomly strewn everywhere having brownouts when the bots fly out, the biters punch big holes in it but it just isn't enough, eventualy a half dozen bots show up from across the map with new turrets and its usually a little before more biters arrive. There's no lasers lol
Railworlds are awesome for very chill games. In addition to that, they are excellent to learn game mechanics.
Turrets and walls, with a conveyor that goes around and feeds the turrets. If attacks are becoming frequent/annoying, drive your tank into their nests. Just be mindful that nothing ramps up biter strength like destroying their homes. Eventually, you unlock artillery, and that can keep your perimeter safe. I like to set a few turrets around the artillery cannons, and add active requester chests that request ammo for the artillery and the turrets. If you keep your military science research caught up, you should never have to look at your base again after that.
Once you unlock uranium bullets, use them. They are leagues stronger than red ammo. Laser turrets are good supplemental turrets if you want to cut down on ammo production, but you want to have a lot of extra power grid available for them. Factories have been lost from laser turret power outtages. Once it shuts down, the biters are free to ravage, and you may be planets away.
of tutorials for that) Then when I go nuclear, I turn off my coal power plant.
Finally I research a lot of laser turrets dmg booster, make a "wall of china" around the outside of my polluted areas. And add roboports to repair all of them so I can go off-world without worrying.
It is a turtle strategy but it works.