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Factorio late game defense Mixed defenses in the late game (flames for the hordes, and lasers for focusing the front of a wave and the heavies) makes a difference too. Build up a decent base defense, then load the game with a high but comfortable tier limit. Giving incentive to keep them for late game or early game in strategic location only when their aoe is useful but not as the main defense since it would be too costly on oil, somewhat trying to prevent their use too early in the game might not be pleasant though as it would make death-worlds considerably harder. I managed to secure my base but I felt like I was plugging holes in a colander with my fingers until I Regular ammo turrets can still be good late game, with green ammo and lvl 10 bullet dmg they have 11400 dps, so a single turret takes a little more than 1/4 of a second to kill a behemoth biter. Members Online • el_matador. Late-game (anti-behemoth) defense for outposts + rail Factorio Forums. -- Watch live at https://www. Without Space Age, it was possible to go really nuts with enemy settings. 5 ore a second the belts lose power as a single miner will flood the belt. This is Factorio, a game about automation - make sure your defenses work on their own. Set 10-20 (or more) Spidertrons to follow one "squad leader" so you can use a single remote to move the whole swarm around. I personally use 3 Reactor cores, 5 batteries, 1 NVG, 4 Shields, and 5 roboports. Lvl 10 costs 15k space science to get to. And Fire Damage really helps, Biters are really vulnerable against it, it sticks to the This is my current layout that i plan to use for the late game, but I want to know what you guys use for base defense/perimeters that can kill max evolution aliens. Late-game (anti-behemoth) defense for outposts + rail Both damages that train gives and its lost of speed could be modified by research (e. My rule is 500 or more ore per electric miner. Book Contents. 77 KB 1. Ive placed some turrets around and just finished my military science setup, so that I can research laser turrets and placing them further away with a wall infront. Last edited by Serenity on Thu Sep 24, 2020 12:44 am, Late game options to get rid of biter nests are very powerful and quick. To setup this coal patch, first find the top, left, bottom and right edge where the miners go. Two possible solutions I can think of: Firstly this technology might be late game, but not super late game whe decentralized mining/smelting is much more prevalent. . I'd also wonder why you have to remove the ammo belt. however it is irrelevant once u back the defense line with flamethrowers as those melt anything long b4 they reach the fighting range. The general thing about Factorio 0. Factorio Prints. Factorio Forums. With artillery I don't really have much need anymore to go to Late game I haven't gotten to yet, but doing the above made biters so trivial that it felt like they were barely in the game until my rocket launch. I've looked around on /r/factorio and the forums but haven't found too much late-game defense discussions—dunno if I'm using the wrong search terms or just overestimating how strong behemoths are! This is the first time I've gotten to the point of having behemoths to deal with. "engine power"), in order to not make trains too op at the early game and too weak at the late game. Smart biters and spitters will also try destroying any unprotected player-made building even if does not produce pollution. Has anyone found any good alternatives to the usual surround-the-whole-base-with-a-wall + turrets type How should i make an amazing wall defense? obviously 2 walls and some turrets wont be enough. Artillery. Needed supplies could be lot of stuff (food, water, tools, machines etc). XT-248 wrote: ↑ Mon Sep 09, 2024 6:02 am Now, the losses of power efficiency between post-adjusted and pre-adjusted base damage at maximum laser shooting speed at 6 energy weapon damage level (pre-space) are calculated. The following picture demonstrates what could happen to your game, at checker board pattern 4 blocks deep, then a double wall, I find that either flamers + lasers or uranium bullet turrets + lasers are enough for mid game, then late game when you reached around lvl 18 in laser damage you can do only lasers for easier logistics In the late game and against stronger nests of enemies, advanced power armor, energy shields, personal defense modules, and combat robots all contribute further to the player's combat dominance and eliminate the need or want for turret creep every step of the way. Members Online • urbinorx3 . The early game defences were tested without any research upgrade at all and regular magazines against among others a combo of medium bitters and medium spitters (6:10)! While the late game without any space research at all against hordes of enemies that i doubt you will ever face ingame (laser mine case). The factory eats up to ~4k Coal and ~84k Petroleum gas per minute to produce 4 compressed blue belts of Plastic bars. It would be nice if you have comments or suggestions for improvement. Slowdown caps and discharge defense will get you out of tight spots. Basically that would turn the defense of Factorio into something one would find in a tower-defense game like Defense Grid, with many possible ways to achieve the same goal. source code. Artillery too powerful even for late game? Place to discuss the game balance, recipes, health, enemies mining etc. So far they haven't made much of a dent into that defense yet. Nuclear power, and gun turrets. Secondly mods like Nuclear Furnace (credit: darkfrei) have high throughput smelting. Still one 2 wagon train circulating my base three times per hour can maintain everything. Late game annoyance Factorio Direction. The basic idea is that the natives will prioritize to attact whatever destroy their At the current point I'm at in my game I'm pretty much just looking into alternatives to putting a whole nuclear reactor on my ship to give more power for the small asteroid laser defense, since reaching Gleba/Fulgora takes off a lot of power from panels, and sulfuric acid neutralization would've been a good way to provide an extra emergency power supply. If you hook them up to Crude Oil, you have a Pipeline to the refinery at the same time. Search Most Recent Most Favorited Create Known Issues Chat Contributors Late Game Circuits Intended for There are quite a few late-game ideas floating around on the subreddit but I don't see many here. Members Online • moki_martus. The logistical challenge of a self sustaining wall is a good one, imo. The idea was to build a late-game factory dedicated to a decent Plastic bars production. With 5 roboports I have enough robots to place 2 of these setups at a time, and I just turret FactorioBin is a site for quickly and easily sharing Factorio blueprints. So I'm thinking making use of my +300 artillary. There are quite a few late-game ideas floating around on the subreddit but I don't see many here. The first patch I can get that's 500 or more ore marks the edge. This will make late game a whole lot more fun than it is now. Laogeodritt Inserter Posts: 26 Joined: Wed Jun 14, 2017 6:35 pm. ADMIN MOD Base Defense Tips/Optimizations/Best Practices . The game I’ve been playing most recently is Oxygen Not Included, I’d say this one is a cross between factorio and The Sims. Mid game: fuel block power, oil fed flame turret defense. just use blue belts, cover every single ore with a miner, have a train system you can handle hauling it away. Artillery too powerful even for late game? Factorio Direction. Re: Best wall defense setup? After my third start in Factorio with a big factory after 20 hours of gameplay, I was curious about other defensive designs because I like the Having integrated smelting seems a little bit OP. General. What do you think is the best defense on Gleba? I've noticed that enemies always go to the farms first because that's where the most spores are produced. It would increase the base defense needed, and make spawner killing-sprees much more difficult. Discussion Both my contruction robot and I am tired of building the great wall. (I I appreciate personal laser defense (abbreviated as PLD in the following context) now sharing the laser damage research. Each unit produces 500 science/min (504 in theory) Note: That way one wouldn't have to tear down the whole defense line anymore, just replace the mounted weapons with another different one or an upgraded version of the same. Late-game (anti-behemoth) defense for outposts + rail Community-run subreddit for the game Factorio made by Wube Software. This is late game! I worked quite some time with 2 lanes. But with a laser turret defense you should have ample of time to research those. Discussion helo! i have 800H in the game but i'm still a noob. i dont see how your site could become useless. Search the tags for mining, smelting, and advanced production blueprints. Top. Having this as additional placeable wagon with So there is late game and late late game. Community-run subreddit for the game Factorio made by Wube Software. Maybe the radius of the spawners that freak out could be increased as the game goes on? As part of the scaling response of the aliens. Thryden. Share your designs. once you get to the point your mining productivity is high enough to produce 22. Final tier wall straight. While the former is reasonably acceptable given enough breathing time for the belts to stock up again, the latter makes for a fairly small maximum number of constantly firing gun turrets during a prolonged But, as evolution keeps going, I'm now facing medium stompers, and those stomp. I'm new here (to the forum) so I hope I'm putting this in an appropriate place, but I've been having fun making a spreadsheet for late game planning and wanted to share. keep an eye on your pollution cloud and preemptively eliminate any nests before the pollution reaches them. Get app late game perimeter defense? Bot-fed artillery surrounded by laser turrets :P Reply reply Switch4589 ¥ÿÿW2¶ ÔœuZ Ø8(½ ç¢z `àŽê 뿇€ªZ&ÄÛ« Ä/¿ýñ×?ÿý¹ Œ» Mf K+k [;{ G'g W7w O/o _? ÿ™fÕßçrz‘ZE‰% Ý–¢U®§Çº $@&[4 iT\vìåøÿýº›¢é´f¸J In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tool Factorio Direction. I cant really focus working on my factory, having to defend biter attacks. Factorio. Whilst it is always very interesting how other people who have finished science defend their megafactories, it struck me that it would be a good thing if there was some literature about defenses in the early and mid game. com/r/factorio/comments/53zm6m/my_late_game_highly_scaleable_99_evolution_defense/?ref=sha Clarification: Everyone enjoys this game for something else. Late game is like where is rocket defense now. tv/koryandreikaCheck out my Kovarex Enrichment Setup: h This is the first time I've gotten to the point of having behemoths to deal with. Open menu Open navigation Go to Reddit Home. 12 is there is a strong disparity between weapons which have upgrades (Bullets, Shotgun, Laser Turrets) and weapons which don't (Flamethrower, Tank Cannon, PLD), basically most weapons without upgrades end up being crap (the only exception is Poison Capsule, which nothing resists and is insanely good anyway). Members Online • martin-verweij . Making them not so OP in early-mid game, while also more useful in the late-game. Members Online • Mirria_ Late game defense tactics? I'm at the point where I'm slowly expanding into "megabase" level, building resource outposts around and trying to expand my border but the aliens are relentless and constantly attacking my base and settling back close There are quite a few late-game ideas floating around on the subreddit but I don't see many here. Mid game the two main options are the tank and the rocket launcher. Except the prod bonus from the modules is additive with the one from mining productivity research, not multiplicative. A while back, I found a topic on this board that discussed a fairly efficient way to handle oil products, and used it in my factories. Artillery can turn any nest to dust hundreds of tiles away, and a mk2 power armor filled of fusion generators, a few exoskeletons, personal laser Re: How to beat late game aliens Post by Hannu » Mon Dec 12, 2016 7:34 am In my opinion easiest method is to use power armor 2, 3 exoskeletons, about 5 better shields, about 100 destroyers and a flame thrower. true. If gun turrets had 400hp->2000hp it'd mean a single line would be adequate defense late game, which would make them terrible still but better and more easily supplied! I think that'd be a neat change since it'd give newbies a bit more warning when their lone turret is getting wrecked by 40 small biters. Whereas biters have barely any defense against artillery. Factorio Direction. Question Hi all, I have 60-80 spm and I'm looking to transition to a small megabase, but I'm having trouble with biters. be totally against it. Closed Late game Rocket Fuel production for huge bases. Plus, the "new" fusion reactors are over 3x as strong as the existing one. An important part of planning ahead is to properly expand your controlled area. For late game I like Spidertron swarms. Outputs a fully compressed blue belt of green circuits. Ideas and Suggestions. 0] late game beacon&module based 500/min science tight box build. I've survived with great difficulty with advance laser beam and flamethrower turret with gun turret MKII and AP rounds. One Community-run subreddit for the game Factorio made by Wube Software. Following these rules simplifies logistics a lot for me. And early game is the most relevant, any defense that you never have to rebuilt is late game (defense wise) and much less relevant. This Factorio blueprint master book contains 236 Blueprints and 13 Blueprint Books to help you from early, mid, and late game. I put special emphasis on it being modular and flexible and still being simple. [1. twitch. If the biters can't smell your pollution, In this video i tried to make a wall defence that is effective from early on to end game with very few and easy upgrade steps while being manageable cost-wise (lots of walls - To invest as little as possible in early game tech that needs to be replaced. You don't need an ammo belt until mid game. com. For late game I'll take Community-run subreddit for the game Factorio made by Wube Software. This started because I couldn't find a Factorio calculator that would include modules, which obviously have a giant impact on number of assembly machines, energy use etc. But now, even though we have a lot of new and powerful toys, they are all locked behind late game and the combat possibilities actually went down compared to vanilla. On my first base I I'm just curious as to how many games you may have played before reaching rocket defense. Late game defense - how do I create a good outer perimeter at soon 100% evolution? So, I am soon to hit 100% evolution at the same time I have grand plans to start creating my big train stations, expanding my train network, outsource smelting to off-bases etc. . but dear goodness the headache of trying to get enough produced and shipped out to every single outpost is quite a pain. Ergo whilst early game building next to a large body of water might give them one half or even two halves of their base defended from attack the mid to late game those areas would open up as vulnerable to air-attacks. belts are a standard and will handle for a long time. You could even skip the efficiency modules and cruising around clearing the cloud and just jump straight to the logistics hubs, but that'll keep evolution rolling and you'll need to focus harder on defense tech than you might want. Members Online • HousingLocal. Final tier wall corner. com | Forums biters sometimes not attacking in freeplay - Fixed Spitter Corpses 0. In the early game, hand-feeding is fine. Once you get artillery though, and set it Factorio > General Discussions > Topic Details. That means defense is still necessary as the pollution cloud is huge. Seeing as how I don't want to have to handle with biters 24/7 and instead mount a good defense, I thought I could FactorioBin is a site for quickly and easily sharing Factorio blueprints. (and all you need for a functioning defense) and let the bots replace the buildings Wave defense with infinite scaling and lots of settings. That applies to science, defense, malls, the works. Outpost/perimeter defense wall for mid/late game Design / Blueprint Some time ago I saw a Twitch streamer showcasing how he builds outposts using circuit logic to call a train and then plopping down a bunch of blueprints and everything would be build automatically. 0 coins. Question tl;dr - any and all base defense tips, tricks, blueprints, and layouts - I need 'em. Late-game (anti-behemoth) defense for outposts + rail You think biters should still be a pain to deal with late game, I don't. Artillery no defenses. Balancing. My outposts consist of a double wall, a line of laser turrets, four artillery turrets, two roboports What is your armor/hotbar layout, what is your favorite tactic. Size 51 x 51. I have had the "well this base didn't turn out the way I wante I'm with OP here. I've looked around on /r/factorio and the forums but haven't found too much late-game defense discussions—dunno if I'm using the wrong search terms or just overestimating how strong behemoths are! Guenni7 wrote: ↑ Sat Oct 10, 2020 11:10 pm I guess it depends on the resources you have and what science you have available, but in general I wouldn't mix different turrets in a defence. In late game you might want to go with truly massive defensive lines that can handle fully evolved biters in huge waves agitated by artillery. Blueprint early to late game defence: Community-run subreddit for the game Factorio made by Wube Software. Even though Artillery is a late-game feature, sometimes it still feels too powerful. r/factorio A chip A close button. You can pretty much wade into nests and demolish everything with a few clicks. The sounds that comes from the fusion of break beat, 2 step garage, dub reggae and more. Yep. 21 posts 1; 2; Next; Entelin Burner Inserter Posts: 10 Joined: Tue Mar 22, 2016 6:33 pm. We haven't been very careful about managing evolution on this server. factorio. Members Online • attack is the best defense Reply reply AveRock123 Reddit's late announcement of the details API changes, the comically little time provided for developers to adjust to those changes and the handling of the matter afterwards (including the outright Community-run subreddit for the game Factorio made by Wube Software. Wipe out the biter bases near your pollution so that you can relax a bit. Mod tag: Combat New ways to deal with enemies, be it attack or defense. --- Location is determined by As for building a wall with resources versus using capsules: one is for permanent defense, the other is for showing the biters who's boss. I hate the whole infrastructure associated with long walls or pipelines for fuel. 36 2,794. ADMIN MOD What is you typical late game type of defense? Discussion I put gun and laser or gun and flamethrower together because there are max 6 options for pool and I think those will be rarest answers. Question I watched Nefrum's recent death world speedrun where he used landmines and bots as his sole defense; how far late into the game does that pay off? I usually go all in on lasers, I haven't really considered other logistics, but thought it might add some new At its core, Factorio is a game about automation, specifically manufacturing automation. A combination of extensive radar coverage for early warning of new biter nests, and aggressive, pre-emptive attacks on all nests near This is my small blueprint library for effortlessly creating laser defense walls. Wiki; Active topics; FAQ; Board index. Idea for the goal in the late game - supply ships on orbit. 1 thickness is fine. I have a decent idea of how to deal with biters late game, mostly from having watched many base videos over the years, but early defense is really tough for me right now. Some of the more commonly used blueprints are accessible from the main book, with other groupings of blueprints in their own sub-books. Artillery too powerful even for late game? Factorio. With enough biters around and attacking, I've found that the ammo belt tends to empty after just one attack, and some gun turrets never manage to get refilled during an attack. Each Spidertron is packed with shields, lasers, and explosive rockets set to auto fire. I know i made mistake by moving most guns to the perimeter, layered defence seems better as biter strength does increase. As you said, one of these with 400 bullets can hold for quite a long time, depending on attack frequency. and it is understandably that to play terribly uncomfortable. Post by Eul_S » Wed Dec 02, 2020 12:29 am. Or late game, or never, depending on how much time you want to spend gunning down nests instead of growing the factory. If I Hey fellow engineers! I have completed the latest version of my blueprint base book, BobAAAces Base Book v2. Eventually AP rounds wasn't enough and I switched to high explosive rounds from the arsenal mod. 17 support 0. 57. Posted by anonymous 3 years ago. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews -Beaconized, belt based late game builds for plastic (1 belt, all in one 16000/min or 22000/min), rocket fuel (1050/min), acid (26000/min), lubricant (5100/min) and batteries (2300/min, 1150/min). 17. The idea was to make a blueprint which saves space in a late-game, can be easily expanded and is transparent when you look over your factory. Artillery shells are invincible and cheap, they effectively completely remove combat from the game. Destroying nests Community-run subreddit for the game Factorio made by Wube Software. In late game I use gun turrets, leave large biter preservation zones middle of my area, make defense lines intentionally avoid natural choke points and put coal powerplants and mines intentionally near borders to get even small resource consumption. reddit. Is mine enough? also, are there more efficient methods for defense that can For late game, just load your MK2 armor with a couple fusion reactors, couple batteries, legs, lasers, and shields, and spiral outwards from your base to about twice the size of your pollution cloud. They provide a defensive line sufficient for the late game (at least in vanilla), when paired with a logistic network for supplying ammo, as well as a supply of fuel for the flamethrower turrets. I've decided to use two things that I've never bothered with before. After doing that on all 4 sides. remember: bugs don't have a problem with you, until they smell your stink. Early artillery mods just give you a powerful late game technology as an OP early game tech that is so good it removes combat from the game. This is a community about dubstep music and culture. Then also, even with the mk3 modules prerequisite (one of which is required for the rocket silo) and with the fusion reactor, the mk2 power armor is still "only" 1200 "Lemonade Bottles" compared to Community-run subreddit for the game Factorio made by Wube Software. Post by dpacbach » Sat Aug 18, 2018 5:12 pm. I was using turrents and lasers and a Factorio definitely has some balance problems, but tbh I think the ability to build a "perfect" defense would be a balance problem in and of itself. Maybe mid to late game once you've got lots of laser damage upgrades + a gigantic mall producing them nonstop, but at my stage, nope Early game I usually just place these simple pillboxes where enemies attack or I suspect enemy attacks in the future. Post by kovarex » Sun Jul 28, 2013 9:09 am. this way you are attacking them and not the other way around. Help with mid-late game biters. dpacbach Inserter Posts: 40 Joined: Sun Apr 22, 2018 1:09 am. In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tools left. Late game annoyance. That would have a disadvantage that player itself wouldn't be safe from trains, even with the Power armor MK2. Instead of one reactor supplying 3 fully upgraded PLDs, it can supply 10. I'll still address your if you dont mind the UPS hit and can supply enough bots/ports for it, bots can eventually be faster then any belt with speed upgrades. Ive been casually muddling through my first freeplay gamer for a few weeks. Two laser thick row of lasers side by side behind double thick wall + dragon teeth got absolutely smashed by bugs after being worn down faster than I could replace it. xx. But in general, I feel PLD is The only defense I can think of is using artillery, but that has huge caveats and requires a lot of effort. So I now have rocket turrets behind the lasers every 12 tiles. Terms of Community-run subreddit for the game Factorio made by Wube Software. That could help with the late game, where aliens seem to become kind of a non-issue. I really enjoy the multi-planet aspect of this game, setting up distribution networks across solar systems and eventually galaxies. With all the options available for bug-smashing, it can be very easy to get side-tracked into cleansing our newly-found planet of Dyson Sphere Program is a third person game very similar, but again, no real combat. ADMIN MOD Late-game base defense alternatives? Question In the late game on a large base with biters enabled, moving defensive walls around to expand gets to be tiresome. Quick links. Moderator: ickputzdirwech. Support. g. My (I host) fps 30-55, within the normal (macbook pro m1), he has a top comp: synchronization when connecting about 20-30 min, and fps 5-30. These paired with personal laser defense and a big swarm of distractor and Community-run subreddit for the game Factorio made by Wube Software. "the best mid-game defense is an early-game offense". jpg. Late game defense system with dragon teeth. 13 posts • Page 1 of 1. www. 90 (when behemoths start to spawn) and my pollution cloud is becoming harder to defend. Late-game (anti-behemoth) defense for outposts + rail Of course, for very late game it becomes more efficient just to lay tracks over the ore patch, and mine directly into the trains. So my blueprints accomplish one of the following rules: - gives you a full blue belt of output. I like that biters can be automated away. I'm playing a default map right now and the evolution is approaching 0. Factorio is not a RTS, it is the genra defining game of automation. Gameplay Help. Drag miners connecting the top & bottom, then the left 24 votes, 30 comments. At most stages of the game you can use combat robots to increase your firepower. * When you build the Rocket Defense, the documentation says "the aliens don't stop attacking" but in fact nothing special happens with the aliens. To me, the most fun part is combat. Besides needed space and new resources for your factory you should always consinder ease of defense. all productivity does is reduce the power usage and pollution generated as the miners arent active as much. Both post-adjustment and pre-adjustment are assumed to have 240 kW energy Factorio fanboy favorite game is far, far removed from majority but adding more tower defense and tactical elements would entive a much, much larger crowd. FactorioBin. But after you research everything there is no use for the labs; consequently there is no use for a big part of your factory. global alarm if steam gets too low many accumulators, global alarm if accumulator gets too low a tiny fuel block steam block. Show your Creations. Late-game (anti-behemoth) defense for outposts + rail Building a new segment of defense walls could take 1-4 trains, but keeping things running was minimal afterward. Energy weapon damage 6 level gives 230% cumulative modifiers. at this point you either move to bots or trains, This is the first time I've gotten to the point of having behemoths to deal with. A short front line is your friend. A brief search query revealed that most discourse about defenses in Factorio is focused on the late game. flamethrowers are good but more for the late game when you get huge deathballs. Download Information This is to prevent it from being too overpowered early on, and too useless in late game. jamaicancastle wrote: ↑ Fri Sep 06, 2024 1:22 pm One thing to keep in mind about personal laser defense is quality armor/spidertrons have bigger inventories, up to 14x14 for armor and 10x14 for spidertrons. 91 KB 1. 17 Mid-Game defense questions Question Hi fellow factorians, they dont really ever reach the wall. I have access to all All you need is Underground Pipes and the Turrets. Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations (comfortable living in the Factorio World) - Main Bus Concepts - Modular Systems, Factory Streets, show how all works together - Megabases Please provide us with Evolution is at about 99%Reddit discussion here:https://www. The tank is much like the car. Defense. Snapping 42x42, absolute, on grid. Nuclear power is pretty nifty once I got the stupid thing to work right, and gun turrets look pretty cool . 18 - Fixed that skipping the timer in late game gave ridiculous amounts of bonus money 0. Strongest defence in late game is the gun turret with green ammo, so don't waste too much energy on laser science, instead concentrate on gun turret and ammo. Late game: Laser defense Nuclear power, backed with: lots of storage tanks for excess steam. Post your ideas and suggestions how to improve the game. kovarex wrote:In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tools left. Biters are a legitimate part of the game, but shouldn't be a consistent major component in the late game. Find blueprints for the video game Factorio. Meaning at a certain point, the modules will decrease resource production rate for almost no gain in resource yield (+30% prod when you already have like +150% prod isn't much of a gain in yield, and losing 45% speed for it is a big deal, not to Factorio Staff Posts: 8059 Joined: Wed Feb 06, 2013 12:00 am. Coins. Tower defense! Available in freeplay mode and as scenario. Walls are repairable and replaceable with robots, but robots that go out to repair tend to get killed by spitters or flames, and it’s easy to run through a lot of robots when you’re looking at really big late-game swarms. With artillery I don't really have much need anymore to go to Factorio Direction. You can automate things to the nth degree, but even a little automation goes a long way. And before that with 1. Late-game (anti-behemoth) defense for outposts + rail Check out how I set up my wall and laser turrets for late game. Late game green compact green circuit production. kinnom Filter Inserter Posts: 706 Joined: Fri Dec 26, 2014 4:20 pm. Although on the other hand, artillery is pretty high tier. Jan 27, 2019 @ 4:45am Need tips for mid-game/late-game. Reply reply Moartem • For the In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tool factorio-coal-final. In the early game I like to place 2-3 gun turrets enclosed with walls in the direction I guess the Biters are going to come from (using the map). I say offense is the best defense. With artillery I don't really have much need anymore to go to To transit an old save to use this mod, you may want to tune to a lower tier limit first. 1. Biters present an element of defense that the game has against us, the players, in achieving our ultimate manufacturing goal. and i wonder what is the best defense in mind or and game (vanila)! it is open to discution full Factorio Direction. Final tier wall rails. Edit: for defense, artillery turrets or patrolling trains will keep nests from expanding back near your factory. 16 Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay. With artillery I don't really have much need anymore to go to The goal of sustainable end-game defense is to eliminate the attack with little or no wall damage. My brother and I are playing Factorio - I'm still pretty new to the game, and as such I'm This will eventually make smart biters and spitters "find" weak spots in the defense, avoid land mines and protected areas and wreck the hell out of the base. They provide a defensive line sufficient for the late game (at least in vanilla), when paired with a Having factory blocks connected by train is a pretty good and efficient way of building a base in the late game, however I would do more than 4 blocks, and have something like this: - Oil processing block taking in crude Overread wrote:Rana - the flying biters give a reason for a player not to leave a flank on their base undefended. Beyond early game all your walls should be in range of roboports with ample (and automated) supply of repair packs and construction materials to fix anything that gets actually destroyed. 0. This change would shift the bottleneck from fire power (arguably unlimited) to an amo and time constraint (naturally limited), which would pose a significant threat to bases and require major defence redesigns in the late game. It's working out well. but unfortunately it makes the game with separate factories or outposts practically stupid solution in late game. The rocket launcher is more combat on foot and combines well with power armour. About Stats Demo + Post. Was going through the new add-on with a friend and after Aquila realized that it's hard to continue. - utilizes full blue belt of input. I've looked around on /r/factorio and the forums but haven't found too much late-game defense discussions—dunno if I'm using the wrong search terms or just overestimating how strong behemoths are! Factorio Forums. View Copy. 36 1,220. By late game I mean full or basically full tech tree. That would result in late-game attacks that would look like big biters surrounded by herds of small biters. I just got some automated trains running but neglected what i thought were decent base defences and got overrun a bit by biters. The goal would be to build supply rockets and send them to the orbit, so you would buy more time to prepare for the landing. ADMIN MOD late game defense . I then use blueprints to place a 3x7 cluster of turrets connected with big power poles. Turret creep with construction bots is The "heavy" blueprints are designed to be dropped in-place over the laser-only blueprints. 5. That's why I stationed guns with Yeah that doesn't cut it on a Deathworld. Having factory blocks connected by train is a pretty good and efficient way of building a base in the late game, however I would do more than 4 blocks, and have something like this: - Oil processing block taking in crude and In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tool In my current game I play with artillery and laser turrets outposts in the late game. This is not a 100% defense, but it will do and you save the massive resources you need to enclose your entire base. Factorio_Poster • Nukes and 7 exoskeletons for late game, or 3-4 spidertrons clearing paths until they run out of rockets. Premium Powerups but the same is true for any other kind of turret defense that is not either super late game or ridiculously overbuilt, the cost of making the flamer wall is a tiny fraction and the cost of operation is basically free. - To avoid as much as possible designs that will need to be replaced. since the flamethrow is not a tracking In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tool Early game you only care about petroleum, but light and heavy oil are useful mid and late game products, so you can't just completely ignore them (at least, not without causing serious inefficiency). Moderator: ickputzdirwech 16 posts • Page 1 of 1 Community-run subreddit for the game Factorio made by Wube Software. In the middle/late game, you wouldn't be still able to build the defense and end the game, but the ships would be already arriving, with no supplies and tool Aside from static defense walls (which are covered in detail in the thread), the best defense is a strong offense. Copy link. Fanboys often work to harm the game by keeping some elements of the game limited because they can't see other views. miners dont waste ore when the belt is full, they wait till they get a free space to place it. 17 - Improved 0. a question for the community. At mining efficiency 170 (not that far into the running of a megabase), each miner with 3 Speed 3s is pumping out This is the first time I've gotten to the point of having behemoths to deal with. Notes: The red inserters are used to ensure that we are inputting enough into the splitter which is the only way to achieve full compression. 0. Artillery is a great late game option for clearing big areas. you'll have "hand". rrdyhfgxcixeicjmmfzrlipxifusxuvgpzyvlsqnkqnbymfczsfj