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Also the main benefit of artillery is to eliminate newly built nests near your walls that might become a problem automatically. While you are wasting time going around with your laser turrets killing nests people who use artillery are using that time to do something productive.
It is not really meant to be used against demolishers.
Tesla turrets are great against stompers and strafers on Gleba as it stuns them on top of having several instances of damage against those multi-parts enemies, they are also decent as complement to other weapons against demolishers.
Unlike the weapon form, tesla turrets don't require ammo, just energy like the laser turrets.
At higher quality levels, the chances to fork increase quite a bit, making it a potent turret on Nauvis as well and a potential rival to flamethrower turrets against swarms (hitting 10 targets plus the chance of fork with each hit is massive against large groups).
If you don't see the usefulness of those, don't use them. Makes no difference to me. I always use artillery trains to help automate nest cleanup for expansion, and if I had Space Age then Tesla turrets seem like they would be great for Gleba especially.
I like to think everything in the game has pros/cons, so I study the item and try to figure out the best way to apply it to my factory. Most recently I've been thinking about Biochambers on Nauvis, and its special skill of absorbing Nauvis' pollution -- and how I can better leverage that game mechanic.
As for Tesla towers, (I've not used the portable Tesla yet) they need nothing other than power, and do an excellent job if supported by lasers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2602877677
https://steamcommunity.com/sharedfiles/filedetails/?id=2602877802
Send a couple remote controlled tanks out to clear a spot and build your bunker, summon ammo trains for defense and then artillery trains for attack. Once that's done send your tanks out to mine the resource patches that are now clear and keep expanding your base.
Expanding your base "the Factory must grow" is a mantra. Ore patches run out and oil wells deplete. You have to expand to take new resources and much like a bureaucracy that must expand to meet the needs of the expanding bureaucracy your factory must grow to meet the needs of your growing factory.
Others have answered the tesla turret question so I'll leave it at that.
Artillery is good on gleba for clearing out nests within your spore cloud, gleba's version of pollution, the point in clearing nests is so that they don't grow and spawn attack parties constantly.
Tesla turrets slow down the large pentapods so the missiles can annihilate them, i haven't used them for much else tbh.
I'll answer your question with a story from my past.
There was a time where, I didn't see the usefulness of a tank. My reasoning was, "I can move around faster in a car, and if I use defender drones and a machine gun with some poison caps I can break the nests right next to me just fine, what possible use could the tank have that's really any better then this?"
It wasn't until later ^-^ in a larger scale base, and more time progression that I found that tanks firepower, and ability to move through biters with less avoidant movement patterns and more direct approach, made them very useful for clearing multiple bases of nests at a time, which is much better with trying to get rid of more issues at once.
My problem at the time was seeing how the scale could be affected, and that's often what you'll see!! Is that while you can play around an established, effective minimum. New problems and greater success come with an increase in effort and growth.
If you feel uncomfortable with the scale and the mental work required to keep up with it? I'd say that's actually a great sign. It means you may get genuine accomplishment and maybe even new problem solving skills in real life from just playing a very well made game. That's always what I enjoy doing in games, is finding ways they improve my life as I relax/invest!
However if you're looking to just chill, and the improvement angle isn't appealing. That would sadden me but also be entirely understandable, sometimes we are just looking for escapes.
- -
The other comments address the actual direct question about artillery, automated clearing, and scale will effect the usefulness and productivity of it.
( With completely imaginary numbers I explain the impact of scale. As well as low balling how slow artillery is just for added effect )
If 1 Tank can clear 30 nests in a minute, and 1 artillery setup can clear 5 in a minute
That means by the time you have 6 setups, you've already matched the 1 tank for 30 a minute.
At 18 setup, you're at 90 a minute, and would need 2 competent friends driving tanks and fighting to match the 18 artillery.
At 36, you're at 180 a minute. ( Three nests a second! even with a much slower fire rate then they actually have, you could never have cleared this fast with 1 tank )
At 100, you're at 500 a minute, 8.3 nests killed a second. At this scale and other scales, you run into a new problem, killing nests so fast that you probably aren't even firing them for a whole minute (with whatever these numbers are imagined to be, it's just an example)
Now your new problem is even trying to get the setups to the new nests to be removed fast enough!
This is how growth is, and I wish you ALL the best luck in your enjoyment and learning of that growth my friend.
:heart:
Rival? Mais non, my dear Fel.
Complement.
Tesla turrets fork and shock everything passing by into slow down, making it easier for the flamethrower's splash to hit them dead center, and keeping them there in the middle of the blaze longer for those sweet, sweet DoTs to accrue.
Teslas bounce and hit multiple targets, slowing them down, for regular lasers to finish them off.