Factorio: Cheap and tileable death-world wall defense

  Рет қаралды 47,683

Knooper

Knooper

2 жыл бұрын

factorioprints.com/view/-Mql3...
Add roboports and this should last you forever. :)
My most resource efficient wall defense yet. Only seems to take damage if multiple large-scale full-evolution attacks happen at the same time and in the same place. (That and spitters of course. Spitters will always damage your walls)
Q: Why didn't you use 2 wide gaps in your dragon's teeth?
A: All designs I've tried with 2 wide gaps end up needing over twice the ammount of walls, turrets, and ground space to put up the same defense -- and dont slow the enemy down to anything even comparable to 1 wide gap designs. On top of this, they dont seem to take much less damage due to the nature of spitters.

Пікірлер: 18
@luiskatterbach6503
@luiskatterbach6503 Жыл бұрын
came for the design, stayed for the most outlandishly brutal bass
@lutecludwig8863
@lutecludwig8863 2 жыл бұрын
This is the best wall i tested so far. In my med sized base at 1,4k spm evo factor 0,99 death world this gets the least amount of robot deaths when they try to repair. If you put the roboports the furthest they can be, still having area of coverage you are golden. there are occasionally some straggler spitters that will aggro the outer walls instead of going into the fun fire pit, this is when the most robots die. This happens most often right after arty range upgrade. Just target them with manual arty and problem solved. Also make sure there are no cliffs or trees about couple tiles in front of the wall. Also if the lemming train hits the wall from like 45 degree angle because of a lake or a cliff, the spitters might aggro outter walls and not die automatically.
@tyraelpl
@tyraelpl 5 ай бұрын
Thank you mate! nice work
@johnnysun6495
@johnnysun6495 Жыл бұрын
Would it work better if you staggered the squares? Like laying bricks?
@clockwork_mind
@clockwork_mind Жыл бұрын
I could be wrong, but I don't think so. This design is already a staggered pattern of plusses and squares, which you have to zig-zag through to get anywhere. Staggering the squares would actually provide a more direct path for the biters, only needing to zig once per square.
@camholocker7109
@camholocker7109 Жыл бұрын
I find that single wall pieces staggered with some spacing works best
@luckyizzac
@luckyizzac Жыл бұрын
yeah, just give it enough space for the biters to pass, but make the path to the turrets as long as possible
@clockwork_mind
@clockwork_mind Жыл бұрын
Does that not have the issue of being more likely to aggro biters, therefore damaging more walls?
@luckyizzac
@luckyizzac Жыл бұрын
@@clockwork_mind basically make it in such a way that the biters can have a direct, but long path
@luckyizzac
@luckyizzac Жыл бұрын
@@clockwork_mind by direct i mean that it should not make the biters think that the wall is in the way
@matsv201
@matsv201 Жыл бұрын
@@clockwork_mind depends on how large the stager is. This design is basically a stager of 1. It could be compressed to a pure stager of one and it would be half as thick and us half as much wall. While the biters would get thou faster. Stager of 2-4 typically never have issues. Stager of 6 do work, but the biters does get stuck sometimes and the walls do need to be reparied. If i don´t missremember, if the stager is 8-10 something, the biters will attack the walls.
@quentinb8011
@quentinb8011 2 жыл бұрын
Nice
@The_QK
@The_QK Ай бұрын
Why don't you seal the last row of walls so that when they make it through the maze they have to attack a wall to get to the defenses instead of being allowed to run straight through?
@sidgar1
@sidgar1 Ай бұрын
They can't run straight through. They have to constantly zig-zag to get around the obstacles, which takes more time, giving your defenses more time to kill them. If you closed it completely off, the biter AI would not funnel itself through the maze, they would attack the walls immediately in an attempt to open a path into your base. If you make a path available for them, they will prioritize these "open" paths towards your turrets or buildings instead of destroying the walls, which saves a lot of resources on wall repairs.
@Kridoo
@Kridoo Жыл бұрын
I don't think wall desingns work for rampant mod. I tried a silmilar wall design and the spitters just attack the walls :/
@aberrantrecords9278
@aberrantrecords9278 Жыл бұрын
With rampant you need rampant arsenal to outstand late-game attacks. I tried a lot with vanilla + rampant. But after some time, the attacks are just constant non ending death ray of biters. And thx to the enhanced AI, they actually know where to attack to hurt you most. I cannot came up with design (in vanilla), that can withstand 30 hour gameplay with 0.97 evolution factor. It's just not possible for my brain :D
@MCRuCr
@MCRuCr 6 ай бұрын
I've said it multiple times but I'll say it again... Flamethrowers are insanely overpowered in terms of both their almost non-existant oil consumption and damage!!! You can kill like hundreds of behemoth biters with just some drops of oil Factorio is such a brilliant game but then there are these horrific balancing issues, same with the uselessness of efficiency modules or speed bonus of concrete (not worth it), but flamethrower turrets remain the absolute worst
@raizors1331
@raizors1331 2 ай бұрын
It's because at the end of the day Factorio is an automation game, not a wave combat game. Biters was meant as the pressure and challenge to the expansion of the factory, not to the factory itself. We are here to conquer, not survive. If you expect anything other than that you are playing the wrong game.
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