A frozen planet you need to keep heated and expand space while avoiding lightning as you try to *grow* end game products to scrap before they spoil, fast enough to kill the giant swimming worms as they multiply over time like Biters
@@Bandit2033 It'd kinda work, going North generates more frozen biomes, you can run into large rain forests of biological horrors, and long lost dead civilizations, natural volcanos can have worms guarding them.
@@cliffdavidson5096 We still don't know how or why we crashed, with how advanced we seem to be, the crash couldn't have been an accident... I assume this wasn't our intended destination though
The funniest part about this is that Aquilo WAS meant to have enemies but they were cut out because they were too much. On the bright side, the devs did say they might make them a mod instead.
i really was preparing for the broken planet to be the worst of all words^^ cold and resourceful like aquilo, enemies of vulcanus, decaying items like gleba, and little space like fulgora^^ after aquilo i thought; how could it be worse? and thats what i came up with lol
3:18 has been my experience with Vulcanus so far. I forgot to bring any supplies with me on my voyage there, with my ship being torn in half by meteors on the way there just barely being able to make it with literal drops of fuel left for the engines, making it impossible for me to fly back to Nauvis. As I landed on the surface I saw nothing but rocks and charred trees, and I didn't have anything but my power armour to my name. I had to set up furnace stacks with stone furnaces and coal snakes again for gods sake. Curse be to Vulcanus.
At least on Vulcanus it is possible to start from zero. Or you just use the mapview and bot network to remotely build a second, better spaceship to bring you the supplies you need. The worms leave you alone as long as you stay out of their territory, so you have infinite time.
@@theendofthestart8179 I never take time off work for games but... who in the 9 hells releases a "game" on a monday... Good thing my work pc can run it ^^
My buddies and I made sure to hit gleba last and when we did we were all kitted with 6 personal lasers in mechs along with a very large ship with every defense we have access to. It is not enough and I am scared
@@viewer1288 Maybe you're right. It's just that in my opinion "average experience" is something you can say when a large number of random people experience more or less the same or similar thing, but that's just my opinion and not necessarily correct
It seems like the devs rounded up every feature of their otherwise wonderful game that I turn off or mod out, turned them up to 11, and released the package as a dlc that costs twice as much as the base game did. People seem excited for it though so I guess who am I?
Yeah, I think I've gotten more out of free mods than the official expansion adds, so I'm not really impressed by the new additions and haven't bought it yet. I probably will eventually just because I've gotten way more out of the game than I paid for and I think Wube is a good game company worth financially supporting, but I'd rather just keep playing Space Exploration + Krastorio 2 + 248k.
You're reaction as soon as you reached the 2nd world was the same as I found out they had creepy crawleys in the FFF post. Just a big fucking NOPE 🙅🏼♂️
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough
Can”t wait for a mod that could combine all the planets into a super planet that’s has the worst aspects of all the planets combined
i on other hand, want to terraform them!
A frozen planet you need to keep heated and expand space while avoiding lightning as you try to *grow* end game products to scrap before they spoil, fast enough to kill the giant swimming worms as they multiply over time like Biters
Waiting for that time when the Biters ride on the back of the Lava Worm and take apart my base like Paul did to the Emperor
@@Bandit2033+ fucking meteor shower
@@Bandit2033 It'd kinda work, going North generates more frozen biomes, you can run into large rain forests of biological horrors, and long lost dead civilizations, natural volcanos can have worms guarding them.
The Factorio star system, in a nut shell: Australia, another Australia, a third Australia for the funz, Canada, and the US state of Florida.
Florida LMAOO
Fulgora?
storms bro
Welcome to gleba experience :)
Gleba is going to haunt my dreams, isn’t it?
I'm starting to agree with you @Trupen, Gleba is an experience 😅
steam enjines!
Gleba
where's my boi Fulgora
Didn't fit the narrative Wasn't mentioned.. Just like in the news
@@coin777 lol true
Engineer: panics at the sight of titanic abominations out for his blood.
Subnautica player: "First time?"
"detecting multiple leviathan class life-forms in this region, are you sure whatever you're doing is worth it?"
@@Felasonic12hell yes
So that whole star system where factario takes place is basically hell. No wonder humans or whatever the engineer is didn’t colonize it.
But that's where you are wrong.... that's what the engineer is doing...
The factory
Must
Grow
@ yes it must grow.
In all seriousness though. Didn’t we crash there by accident or was this system are intended destination?
@@cliffdavidson5096 no fucking clue. I have close to 300 hrs and never launched a single rocket
@@cliffdavidson5096 We still don't know how or why we crashed, with how advanced we seem to be, the crash couldn't have been an accident...
I assume this wasn't our intended destination though
Looking forward to the inevitable mod that creates Arrakis
The funniest part about this is that Aquilo WAS meant to have enemies but they were cut out because they were too much.
On the bright side, the devs did say they might make them a mod instead.
😅😅😉😐🥶🥶
i really was preparing for the broken planet to be the worst of all words^^ cold and resourceful like aquilo, enemies of vulcanus, decaying items like gleba, and little space like fulgora^^ after aquilo i thought; how could it be worse? and thats what i came up with lol
3:18 has been my experience with Vulcanus so far. I forgot to bring any supplies with me on my voyage there, with my ship being torn in half by meteors on the way there just barely being able to make it with literal drops of fuel left for the engines, making it impossible for me to fly back to Nauvis. As I landed on the surface I saw nothing but rocks and charred trees, and I didn't have anything but my power armour to my name. I had to set up furnace stacks with stone furnaces and coal snakes again for gods sake. Curse be to Vulcanus.
At least on Vulcanus it is possible to start from zero. Or you just use the mapview and bot network to remotely build a second, better spaceship to bring you the supplies you need. The worms leave you alone as long as you stay out of their territory, so you have infinite time.
fulgora: finally, a nice place, no biters, iron, copper, oil everywhere, all thats missing is a better way of getting power
The chests and chests of solid fuel(turn it into rocket fuel) be like...
Factorio - Australia Edition
Looool
all but the ice we dont do that here
its just not as fun when you dont have nightmares chasing you
53 hours to go
A very normal response to a game DLC coming out (I’ve cleared my schedule)
@@24thcenturygamer Taking time off work man this shit is serious
@@theendofthestart8179 I never take time off work for games but... who in the 9 hells releases a "game" on a monday...
Good thing my work pc can run it ^^
@@theendofthestart8179 Same bro same
@@theendofthestart8179same this is the most excited I’ve ever been for a video game and I took two days off to play ahahaha
Banger of a video
how can it be the Average when only people with the early access ????
It’s a peer into the future. I don’t have early access, I’m just making stuff up
2:07 yeah sounds like an average Australian expirence minus being upside down
and then there's fulgora, aka "yeah some bastards beat you to it and you're left with their garbage, also fuck you lightning"
The last planet actually does sound perfect - As a seablock player I've discovered that no resources is actually code for infinite resources!
My buddies and I made sure to hit gleba last and when we did we were all kitted with 6 personal lasers in mechs along with a very large ship with every defense we have access to. It is not enough and I am scared
And fulgora?
Cool story. Thanks, it made me both want to play and terrified to play.
Can't wait for the mod which deletes gleba
I think you mean the mod that starts you on Gleba
and deletes everything else
Yes, there is iron. You just have to go down 200 kilometers to the bottom of the ammonia sea to get it.
Fulgora: Am I a joke to you?
Tune in next week to see how our explorer gets off this baran waste land
How could you call this movie "The Average Experience"? This game isn't even on sale yet...
There was a lot of testers on this, so I assume this was from what they collectively first experienced?
@@viewer1288 Maybe you're right. It's just that in my opinion "average experience" is something you can say when a large number of random people experience more or less the same or similar thing, but that's just my opinion and not necessarily correct
@@Shaderon fair point, the video should just be renamed without the average.
It’s a prediction. I hadn’t played the expansion prior to making this video.
@@24thcenturygamer The expansion has been released so we can check whether the forecast will come true :D
I WANT IT TAKE MY MONEY
Just live on a space station, problem solved
great video
Starfish- 5 legs
It seems like the devs rounded up every feature of their otherwise wonderful game that I turn off or mod out, turned them up to 11, and released the package as a dlc that costs twice as much as the base game did.
People seem excited for it though so I guess who am I?
Yeah, I think I've gotten more out of free mods than the official expansion adds, so I'm not really impressed by the new additions and haven't bought it yet. I probably will eventually just because I've gotten way more out of the game than I paid for and I think Wube is a good game company worth financially supporting, but I'd rather just keep playing Space Exploration + Krastorio 2 + 248k.
Turned into starbound
all my homies hate gleba
47 hours left
Rainbow world? Star Control?
Gleba.
You're reaction as soon as you reached the 2nd world was the same as I found out they had creepy crawleys in the FFF post. Just a big fucking NOPE 🙅🏼♂️
Still buying the dlc, because I need more cracktorio. The factory grows
my best guess is you can disable enemies, like you could disable biters. I really do hope you can adjust them by planet.
You can’t because biters are needed for some stuff
fun
LOL
The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy.
Strategy
His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand.
The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells.
A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more.
The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball.
However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter.
Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible.
It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value.
In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation.
Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage.
When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings.
Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building.
Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox.
If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique.
For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed.
For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa.
They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower.
The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push.
A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted
A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower.
This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it.
A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower.
Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense.
The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is.
A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily.
A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough