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Knooper
Приєднався 25 бер 2013
Відео
Quad Environmental Kill Team-Wipe with the Goo Gun | The Finals
Переглядів 192 місяці тому
Im a goo-head
Heavy Weapon Time-to-Kill Comparison [THE FINALS]
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Test is on a Heavy dummy
Medium Weapon Time-to-Kill Comparison [THE FINALS]
Переглядів 2077 місяців тому
Please buff the CL-40 grenade launcher :(
GOD BUNKER x2 (God Bunker with God Bunker Honeycomb) Rust
Переглядів 721Рік тому
GOD BUNKER x2 (God Bunker with God Bunker Honeycomb) Rust
How to fix deployables being stuck in the wood of your cave base! - RUST TIP
Переглядів 145Рік тому
How to fix deployables being stuck in the wood of your cave base! - RUST TIP
Factorio: 8 advanced dragon's-teeth designs tested
Переглядів 255 тис.2 роки тому
Factorio: 8 advanced dragon's-teeth designs tested
Factorio: Testing advanced dragon's-teeth designs (Round 2)
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Factorio: Testing advanced dragon's-teeth designs (Round 2)
Factorio: Cheap and tileable death-world wall defense
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Factorio: Cheap and tileable death-world wall defense
Factorio: Testing advanced dragon's-teeth designs
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Factorio: Testing advanced dragon's-teeth designs
Unreal Engine Demo 04 18 2018 14 57 54 71 DVR
Переглядів 546 років тому
Unreal Engine Demo 04 18 2018 14 57 54 71 DVR
Unreal Engine Demo 02 25 2018 07 03 56 4083 DVR
Переглядів 256 років тому
Unreal Engine Demo 02 25 2018 07 03 56 4083 DVR
UE4 Projectile_2 / Air Strafe Demonstration
Переглядів 7356 років тому
UE4 Projectile_2 / Air Strafe Demonstration
The problem with a lot of these designs is that they will be a pain in the 4ss for players to move through. 3 is probably the best over-all compromise; The walls took no damage, the bugs didn't get that far, & it won't take too long for the player to walk through when they want to leave the base to explore or pop nests.
Oh, I've been using these types of designs since I started playing. Except yours didn't attack the walls. Was thay intentional?
Honestly, it seems like design 1 was the most effective in terms of Cost-to-efficiency ratio, at least when it's just a single target type. But design 3 could be slightly modified so each cell houses its own laser, and upkeep could be handled by drones, so in terms of damage to defense, it would likely be a vastly superior design for late game defense.
Do these designs still work as in Spaceage?
Bug plinko
Biter pachinko
I prefer the third option primarily because it is easier to adapt to awkward angles and diagonal walls on account of it being square instead of rectangular in the tileable pieces.
Interesting! Thanks for sending me down a little wikipedia rabbit hole about real life dragon’s teeth. It’s a really interesting defensive strategy.
Oh huh, never even thought about doing something like this. I wasn't aware you could mess with the bugs' pathing like this, but it makes sense How does it hold up when spitters get involved? Is it able to keep them out of spitting range before they die?
Spitters prefer to engage turrets but will engage wall pieces if they can't get in range of turrets. This is why I use multi-entrance labyrinth designs. It doesn't matter if they break some stone. It slows all the heaviest attacks down a lot, including ones that involve behemoths and large groups of spitters.
Nice, does this still work if the last wall in front of the turrets is closed?
Why not build a huge block of concrete like me?
2:06 простите что опоздал, на дороге были пробки
For me, the best results was number 1, 3, 5 and 6, where the 1 the advantage is the simplicity
Nice music
Can you try a tesla valve design? :D
Music score?
damn nce
soo |----| looks to be the best one followed by + and o
would be nice to see with combined armies and behemoth variations and then how much % of hp is missing from the walls
What advantage do these have over solid walls?
They dont attack walls coz they think they can reach the turrets, but get stuck or confused
If you could require them to go backwards a significant distance in order to get forward, they may just be screwed
Nah. Paths that have them double back 3 or 4 tiles make them too frustrated. They start damaging walls around that point
This reminds of playing tower defense in Warcraft 3. A good pattern there are spirals (or snail houses). I wonder how well they would work here.
In pretty much all WC3 TD maps you only needed to have ANY path open to the AI. In Factorio I belive they start attacking when the path to the next "checkpoint" is "blocked". Aka if they walk too long facing walls, they will start attacking. This basically only happened in WC3 if you completly blocked the paths of the AI which was possible on many maps but obviously not smart most of the time ;)
Very epic goo gun moment
Song name? Edit: chasing clouds - shenoda
It's a mix. First track is Mugen by Nicolas Masseyeff
@@brynleythank you :)
@@brynleyis there any other mixes or music you'd recommend? thanks again
Starting to remind me of wc3 td mazes
Nice! You're just missing the control study (no walls)
Real
No walls and a simple 1/2 layer normal wall I'd say
Have you tried this with the advance AI mods?
1 is the most cost effective. Least placed blocks.
What's the music?
Darude - Sandstorm Senor B - Hypnotic
2:06 Hey, wait for meeeeee 💀
How do you make the camera movements so smooth?
Personally I just like to build multi-entrance labyrinths
Forever tortured
На 2:00 некорректно сделано, второй слой нужно было сместитьв сторону
Make me
Interesting how they are all open
yes because if they aren't then they just get attacked
Nice goo brained tactics
Looks like 3 and 6 were most effective
Since 3 took no damage, it's the clear winner
6 is the most effective in the context of a single attack, but 1 and 6 were both damaged, meaning they're going to need more upkeep. 3 is the best balance of effectiveness to upkeep. 3 also has the unique advantage of actually becoming more effective in the short term if parts are broken during a particularly brutal wave.
According to history, all you need is some dirt and you can go right over these
why are there only two kinds of land animal on this whole planet?
Presumably because they've eaten anything that wasn't them. It's entirely possible they aren't even indigenous, and given their tendency to consume pollution may be some kind of bio-weapon.
The rest of the fauna is living underground because they don't want to pay taxes. Also, in the upcoming dlc there are going to be new ennemies, yay!
Because they ate the rest
I wish there was a similar demonstration with green biters and spitters, which is a more realistic scenario
Bonus if its small biters. I could imagine them dying like popcorn, plus imagine how fast they would be able to reach the turrets.
Nice showcase ❤, please make a video with statistics as well, time until killed, resource costs, damaged teeth etc.
Sweet music choice
ah, the most interesting question: what's the most efficient way to screw with these bugs' pathfinding?
The last couple options seemed to be the best. Keeping a "clear" path is important on the teeths integrity, while making the bugs double back seemed to give them the most trouble. I wonder if a j shaped tunnel could be used to path them longer
@@Arzon527 They will start attacking walls if the path gets too long though, design 3 seems to actually be best since it delayed them the most without taking damage
for best result you should add gates that are opening and closing
I liked that you had the tileable bit at the bottom of each demonstration.
So,those are called dragon teeth,not anti boom boom bug walls or anti mink tanes
im gonna start using 4 and 5 i think or my own variation thats similar
Man if the devs suddenly decided to create bunkerbusting mechanics where bigger biters have some inertial mass to damage walls simply by running into it like how tanks work
First one is the best, not the best at slowing down but wasn't attacked at all, meaning doesn't need bots as much, meaning less destroyed bots
At the very bottom you can see the yellow caution indicator (indicating turrets firing) and red caution and destruction indicators (indicating wall damage and destruction). The first pattern left two wall pieces destroyed. The second, third, forth, and fifth patterns left none damaged or destroyed. The sixth pattern left three destroyed.
@DrFreenote I think the first only took damage because of the pathfinding, a bunch of biters charged the same path, and that resulted in some getting stuck, causing them to attack the wall.
@@scragar And this is problem, Biters need be confuse but still have path forward, at some point on big waves they always attack walls like this, many times I find out that 2 tiles space between layers reduce number of destroyed walls but still confuse attackers.
nice testing and nice music