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
Nice work. I use the first one, 6 layers deep, with some lasers and max-spaced flamethrowers. Outside of the wall is a bit shorter than flamer range. Cheap and easy.
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.
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.
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.
Germany invented Dragon Teeth since WW2 and it's used for slow down or permanent get the tank stuck and get them destroyed or captured. To this day, We still use Dragon Teeth to slow down Biter Attacks.
@@danser_theplayer01 Czech Hedgehogs are a different type of defensive construction, made out of three steel bars instead of concrete. As the name suggests, they were invented in Czechia (Czechoslovakia back then).
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 ;)
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.
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.
It's best to just use that first normal design right outside your walls, to slow the biters down as they approach, the normal design is low cost and doesn't get attacked as they approach the main defenses, keeps your walls from taking as much damage
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.
I liked that you had the tileable bit at the bottom of each demonstration.
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.
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
Nice work. I use the first one, 6 layers deep, with some lasers and max-spaced flamethrowers. Outside of the wall is a bit shorter than flamer range.
Cheap and easy.
Seems like one flamethrower is enough for the last one if they consistently bundle up like that
Interesting! Thanks for sending me down a little wikipedia rabbit hole about real life dragon’s teeth. It’s a really interesting defensive strategy.
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 showcase ❤, please make a video with statistics as well, time until killed, resource costs, damaged teeth etc.
I use the first design, but have landmines in between to do as much damage as possible before they can reach my turrets.
would be nice to see with combined armies and behemoth variations and then how much % of hp is missing from the walls
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.
For me, the best results was number 1, 3, 5 and 6, where the 1 the advantage is the simplicity
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.
Germany invented Dragon Teeth since WW2 and it's used for slow down or permanent get the tank stuck and get them destroyed or captured. To this day, We still use Dragon Teeth to slow down Biter Attacks.
Or to get our own tanks stuck
@@runtergerutscht4401just pour some dirt on top and drive over
Did Germany invent that? I was associating it with american "hedgehogs".
@@danser_theplayer01 Czech Hedgehogs are a different type of defensive construction, made out of three steel bars instead of concrete. As the name suggests, they were invented in Czechia (Czechoslovakia back then).
Germany made great use of the dragon teeth, but it was a well known option if you couldn't build a trench or need a replaceable option.
According to history, all you need is some dirt and you can go right over these
Nice! You're just missing the control study (no walls)
Real
No walls and a simple 1/2 layer normal wall I'd say
1 is the most cost effective. Least placed blocks.
Looks very nice!
Personally I just like to build multi-entrance labyrinths
It makes no sense to build obstacles that are too wide, because the beetles begin to break them.
2:06 Hey, wait for meeeeee 💀
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 ;)
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.
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.
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
What about spitters?
I imagine spitters aren't gonna pass any wall just spit over them lol the idea is slowing biters usually
Can you try a tesla valve design? :D
How do you make the camera movements so smooth?
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
How would you use one if you are mostly attacked by the huge ones?
It's best to just use that first normal design right outside your walls, to slow the biters down as they approach, the normal design is low cost and doesn't get attacked as they approach the main defenses, keeps your walls from taking as much damage
Pretty nice
Factorio Head
Nice, does this still work if the last wall in front of the turrets is closed?
Starting to remind me of wc3 td mazes
soo |----| looks to be the best one followed by + and o
Oh, I've been using these types of designs since I started playing. Except yours didn't attack the walls. Was thay intentional?
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
nice testing and nice music
Music score?
Nice music
Thank you for your video. But that music...
that track slaps doesnt it
Interesting how they are all open
yes because if they aren't then they just get attacked
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
Biter pachinko
2:06 простите что опоздал, на дороге были пробки
Bug plinko
damn nce
На 2:00 некорректно сделано, второй слой нужно было сместитьв сторону
Have you tried this with the advance AI mods?