Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe rails, do not have those.
Nukes seem preferable since they are available much earlier.
They do 1-shot the small ones and 2-shot medium ones if you're fast enough that they don't have time to aggro on you. The regen seems to kick in only after they start chasing. But on the large ones, you can get them to like 80% health tops with the first 2 rockets, then they stay at full health.
Explosion: 60% (head), 99% (body)
Teslas and rails may help as well I guess, but that will most likely not be that easy.
If you do not have a railgun, use this death trap https://www.reddit.com/r/factorio/comments/1gxy946/big_demolisher_deathtrap/
Invest just a little bit into Artillery Firing speed (first 3-4 levels), and then set up 40+ artilery train wagons. (They can store a lot more shells internally, compared to a stationary artillery turret including a chest next to it.) You need enough artillery wagons to be able to fire at least ~25 shells per second in order to just outperform the regeneration, but going beyond that will reduce the number of shells by a lot. ~100 shells/second should be your performance target.
Killing a demolisher this way takes around 200 shells (each shell deals 1.5k damage to each segment hit, if AoE procs slight less) if you can deliver them all in the same second.
You can't outpace the regeneration without an autoclicker, free spinning mousewheel trick and anything related, unfortunately. Continous drag-fire has been (accidentally?) removed from the controls with the 2.0 update.
Don't try it either if you don't have enough artillery. Your artillery will catch aggro, and you will not be able to aim again once the Demolisher speeds up on route to you!
First big demolisher I killed, it was with gun turrets and red ammo. We have those before artillery.
Edit: and to be 100% clear, I kited the worm to the turrets by throwing a few poison capsules.
So ~25 turrets that all need to be in range simultaniously, just to match regeneration. Only about 1 second worth of range before the turret is gone. So you'd need around 300 fully filled turrets all in range to beat a Big Demolisher with just gun turrets before you take losses. The math doesn't really add up, even if you pack the turrets tightly in a half circle and you kite the Demolisher straight into the center, you could only fit ~125 turrets that are all in range.
Might actually check out, but that requires a lot of delicate kiting to actually pull that off without a total loss of all those turrets. Or a lot more Physical Projectile Damage research. Like level 13-14, which already puts you a few hours further into the game..
I won't redo the math now. I did it once, before trying for the first time, and it added up just fine.
What level was my phys damage tech then? Honestly, I don't remember exactly. If I have to guess, 8 or 9. Maybe 10?
My blueprint was made of 130-140 turrets, a rectangle around 16 turret wide and 8 turret deep or so, with a 1 tile space between each, each holding 30-40 ammo, I did not want to risk running out of ammo. My guess is, 25 ammo per turret would give the exact same result, a bit less is probably fine if one was to min/max it like a maniac.
So yes, that was about 5k ammo in my turrets which is a lot. But what else is infinite iron and copper good for? So I did that.
Those 130 or so turrets killed the worm, I lost about 30 of the front ones in the process, grabbed the remaining ones, and I moved to other things. Worth noting, I did well at kiting the demolisher right in the middle of that turret build, with the poison capsules. It's really easy. If one somehow screws it up by having the worm come from the side, maybe it barely dies in the end, but I would not bet on it. Even if it died, that would be a lot of turrets gone for no good reason.
This way to do it is easy to test, if you don't believe it. I just gave plenty of details on how it was done.
Edit: you got the DPS wrong by about a factor 2. At level 8, the DPS is what you calculated for level 10. And I know your final x0.5 is for resistance. At level 10, supposing only 3 layers of turrets are firing, the big demolisher dies in about 4 seconds.
Quickly get past demolisher, place blueprint with those near his tail. It's not fast enough to turn around and do his annihilation, collapses faster. Just bring at least 10 teslas of rare quality or better, to do enough lightning splitting.
and big one gunned down by 1 shot.
totally unsatisfied. they are too strong for other weapons but too weak for railgun.
I find I could kill big one with one shot only using hand-held railgun. no need to prepare those arrays at all.
I am not fighting a big demolisher. it's even not feels like a fight. it just a unlocking. you got the tech and they die.
I saw in factoriopedia there are legendary demolishers? where I could find them?