Repair towers about the same distance apart, on the edge of the repair range. As I expand out, I reduce turrets from the inner walls.įor outposts, I just go with resource gathering, 8-10 wind turbines, and a wall around them with turrets. It's probably overkill, but it helps with the attacks and things like earthquakes and meteor strikes. I do a repair tower on the edge of the range each repair tower. Build power generation between each walls, along with resource gathering. I've started switching my main base to a series of rings, my headquarters and important stuff in the center, then rings of walls with towers. Depending on what's being planted and the area available, I've found that each cultivator can support 3-4 harvesters. Geothermal is less powerful, but requires less setup, and provides mud/water for your cultivators, which can then of course be used to plant whatever you need, whether its more biomatter for generators, or rare resources. It gets even better when you get liquid handling 2 Your pumps don't require rare resources for level 2, so that means more sludge, more gas, more power. Sludge should be seen as power generation, not water sources, at the beginning two pumps, two gas plants, 1 gas power, is 500 energy, which is huge. They're not as subject to the whims of the environment, and their power output is massive compared to your renewables. I've also found that rushing geothermal and gas power is very important. The big thing though, is to remember that you can have more than one layer of walling this is particularly important early on in the hazenite outpost the enemies in question are stealthed, so they can get right up to the gate and do enough damage to it before turrets can kill, so you want to make sure they have plenty to chew through. If you're in an area with significant attack risk, make sure your power cables are redundant, or at least shielded by walls/other structures so that the enemies don't just have to pull the plug and your tower network goes down.įor defensive towers, there's the obvious setup of flame and regular turrets in front, medium range stuff behind them, artillery in back with radar. Small things such as wind and solar power can be drag-built in lines and blocks, meaning you can kind of make a grid around repair towers if you're in an area where they're going to get hit by environment hazards. Some off hand observations in my short amount of time playingĬlustering structures is a good idea if they're easy to protect.
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