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Nahlásit problém s překladem
Some of the modifiers can also drop stuff in at the kind of range they will get shots off so you should invest some thinking into defending your tower. Those walls will then also give you places to put your batteries etc.
First off, awesome base! Your on the right track for sure. Ill try to answer your questions before any advice:
Armor and Defense are apples and oranges. Armor will be an actual amount that takes damage before your HP does. Defense reduces the amount of damage your armor or HP take when something attacks ya. Trying to maximize either one is a valid path to being strong.
Power Storage and Core Output are actually 2 different things. Your core output has 2 milestones really. The first is at 3000 and that is where your x-boost field will stop growing and you will get the max defense bonus for your character while your inside it. The second is at 10000, which is the point that your core output will no longer increase the amount of damage your Damage Amplifiers add to your turrents. Most pieces will add core output but only certain ones (battery pack, regular battery) will add to power storage.
Autoloaders can be tough to figure out. Too start tier 1 ammo makers and tier 1 autoloaders can be used together but they must be manually controlled to load ammo. e.g. place the autoloader with the grab claw side facing the ammo maker on the ground. Select ammo maker and make an ammo box, then select the autoloader and use its ability to take the ammo box from the ammo maker. To make the process automated you need a tier 2 Advanced Ammo Maker, some conveyors, and a tier 2 Advanced Autoloader. The Adv Automaker is mounted to a wall (fits utility wall or anything with a 4 point square pattern) and when turned on it will spit out and ammo box onto the conveyor once every minute for 150 mats. The conveyor will take the ammo box to the pickup point of Adv Autoloader where the autoloader will automatically pickup the ammo box to then load turrets.
Most of the late game stuff does have specific uses that you can use or not depending on how you like to play. Because of this, most of the rest of this will just be my own opinion.
- Cryo Turret: Will freeze enemy in a short range. Works best in conjunction with a pyro turret or machine gun turret. Since the range on the pyro and machine gun isnt that great the cryo turret will give these other turrets enough time to kill enemies. While the machine gun turret is viable by itself the range on the pyro turret is so bad that its only really useful when paired with this turret.
- Guardians: These are priceless for more difficult stages. Think of them as extra soliders defending your base. They can potrol an area or follow you for protection. Some like the pack mule will carry items for you or take them back to base while your exploring a map. The support guardian can repair things (turrets, walls, other guardiands, your own armor) and acts as a mobile autoloader with room to hold 4 ammo boxes. Reaserch the guadian fabricator and an advanced guardian fabricator so you can ride your guardians to victory!
- Knights: Super fun to jump in and use! They come in 3 flavors; Tier 1 is just the Knight. Straightforward, the knight can be reloaded with ammo boxes and if you jump out after deploying it , it will go into auto mode to attack targets around you. You can control this from command mode just like a guardian. In many cases however by the time you unlock the knight your own gun will probably do more damage.
Tier 2 Knight is the Vanguard, sporting more firepower than the knight, it can be put into a defensive mode where it is no longer able to move but acts as a twin mounted 105mm artillery. Is also reloaded with just ammo boxes instead of shells so can be very useful out in the field. This cataphract is considered the most powerful of the 3 with the best dps output.
Tier 3 Knight is the Ranger. This one shines in the department of mobility. Booster fuel is consumed much slower than any other knight making you able to move large distances quickly (even fly).
- Xen Turrets: Best turrets in the game (IMHO) due to being able to set them to a xen combo that you are using on one of your weapons! This makes them extremely versatile being able to do basically anything you could do with your weapon from shooting healing rings to firing gale tornadoes to wipe large lines of small enemies. Major down side to these turrets is that instead of costing a set amount to use, they cost a percentage of your overall material storage, which means that too many will tank your base storage abilities.
Gonna stop there because this is getting long, but if ya have anymore questions feel free to post again or DM me, as im always happy to help :)
Also, I want to show my outpost, after I leave the game: https://youtu.be/c_0yC4dFjxE
As many you suggest, I decide after reaching the city 2/3, I change starter machine guns to Cryo and Pyro turrets, which has more DPS that machine guns. As you can see on video, I don't rebuild outpost to reach all place from final expansion upgrade, because I just don't want spending another hours to replace all elements of outpost, atleast not right now. I show all turrets I have in this outpost, so all ground CIWs are shooting small to medium targets, only to also focusing to shoot down a rockets, CIWS from second floor attacking from small to large, when back CIWS attaking in outpost attacking everything, Cryo and Pyro are shooting small to medium targets, Twin Cannons are shooting enemies from medium to archeons and the Cruiser Cannons are shooting only Archeons and Colossal enemies.
I also understand, why my previous desing about ammo makers, conveyour and autoloaders don't work - both ammo maker and autoloader was not advence to create this miracle, but after I get Advence Ammo Maker and Autoloader then this work good. Of course, few of autoloaders are just close to Ammo Makers, as the area, where autoloader takes ammo is big enought to make work.
While everything work good, and Outpost can now survive on City 5 without my interventions, I found out two problems, that I don't understand but I have my suspicious, so I want you to confirm or denied it:
- Both Cryo and Pyro Turrets WON'T attack the enemies which come to close to my outpost, while both they have Maximum and Minimal range to attack, so they should shoot, when enemy is already in range, byt they don't see him. I have my suspicious that the spring barrier that I use to protect the front and sides of outpost somehow prevent this turrets to attack enemies, even throught that this don't show a problem if you will loot at it.
- Similar as above, but this is about the CIWs on back of my outpost. Somehow, if the enemy is in range for CIWs, they often don't shoot enemy. I also thing that spring barrier prevent them to shooting, because of their high, but I don't know, if there is a good replacement of them, as they are tough so they can protect the turrets to be damaged, but the height is big enough that they don't allow shoot this turrets again enemies.
I will mentions the knights because similar to big turrets like Hellfire and Exterminator are just to big for my current outpost to give them space to use, and similar to Advance Autoloaders MK2 also don't have place in my outpost.
This is everything, what I want to say. Once again, I thank you all for giving tips and helping to resolve the problem with Cryo/Pyro Turrets.
Generally speaking the problem lies in quite small vertical field of view for some turrets.
You need to elevate Pyro/Cryo turrets using ramps for example, otherwise they won't fire.
About CIW's - I would say that they are big enough to be directly attacked anyway, it's way harder to hide them. Not to mention that most dangerous enemies (like Archons) attack with AoE that can penetrate like 5 tiles worth of stuff, so make your turrets tougher by placing them on armored tile for exaple.
In order to allow them to shoot enemies you can use tricks with ramps (look for outpost designs). Basically, you can place CIWs on angled surfaces to boost their field of view downwards.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3430779518
Another tip - it seems enemies tend to prioritize autoloaders, so at some point you'll want to hide them a bit from view