лучше убить все большие гнёзда, оставив только маленькие. тогда они не смогут расселяться т.к. на этом месте уже есть гнездо. надо делать это некоторое время, потом когда точки будут заняты ситуация стабилизируется и можно будет оставить эту планету
Couple things you missed: - Higher quality tesla turrets have a higher chance for the bolt to fork to multiple additional enemies rather than just jump to a single additional target, and thus, unlike every other turret, they have a higher DPS than their base-level counterparts. Just moving from normal to uncommon quality makes a big difference. - Tesla and rocket turrets are both slow to fire and slow to aim. Thus having a backup line of gun or laser turrets to take out the wrigglers that the strafers fire is very helpful. I've had great success with a combination of tesla, rocket, and gun turrets; the teslas take out swarmers and massed wrigglers, the rockets focus the stompers, and the guns take out launched wrigglers and any add bonus DPS against anything that leaks past the others.
@AVADIIStrategy Having backup guns or lasers doesn't cost much - they don't even need to be higher quality, and they won't even fire at anything but the strafer-launched wriggler unless the enemy gets closer than they normally do, so it doesn't cost much ammo either. And just by existing, they effectively boost the teslas' DPS: turrets automatically target the nearest enemy, so every moment a strafer-launched wriggler lives is a moment several of the nearest tesla turrets aren't firing at the real enemy.
@macdjord While everything you say is true, I prefer to just setup a light bot network (you need that anyway) which just repairs the minor damage that might occur. That's simpler than producing ammo and using an additional weapon. But I'm sure mixing weapons looks really cool so I give you that. Maybe I'll go for a Tesla/Rocket combo in my new X10 Marathon run on Twitch just because flying rocket are cool. :D
Something I dont see anyone talking about, but pentapods do not spread like biters do. They need/desire water and will only spread outward so far from water. If you clear out all the egg rafts around bodies of water and all the egg rafts close enough that could spread to that source of water, they are effectively permanently removed from that area. The tricky part is that Gleba has lots of water, little lakes and mini oceans all around, and they can grow by spreading from one lake to the next if they are close enough. But thats "if" they are close enough. Many bodies of water are chainable, but not all of them. With some effort you can end attacks on your Gleba base alltogether by clearing out any bodies of water near your base, and any that may chain into those.
Clearing bodies of water requires huge amounts of landfill. Which requires a vast amount of stones. One of the more limited resources on Gleba. So yeah, in theory you could completely stop pentapods from spreading. But this would require so much more work and production in comparison to putting down a proper defense line and artillery.
@ I didnt mean clearing by filling them with landfill, I meant just clearing out the egg rafts, depending on the size of the body of water, you'll have a dozen or so bases around the edges of the water, then out from the edge youll find smaller and smaller bases. I actually havent tried testing using landfill to block them from spreading. Egg rafts can spawn in places they normally wouldnt spread to as part of their initial spawns, but after that they seem to be pretty predictable and controllable. I know everyone's goto is artillery, but if properly cleared it eliminates the need to defend gleba alltogether.
I love your tone in both this video and the one of testing discharge defense vs worms! The cadence, techical tone and agressiveness of your discouse is so pleasant! Thank you for the in-depth analisys
You can get away with very few Tesla turrets if you have Artillery with a few upgrades, I don't think I've seen an external attack on my Gleba base in ages.
You can also put walls in front of your turrets to prevent the strafer projectiles from hitting the tesla guns They don't physically stop the pentapods, but they help A wall of gun turrets also can work, tho it will make strafers keep a distance that might be further than the reach of your main guns
I also use land mines. About 8 lanes of them can stop an attack of multiple red stompers. Happens only every few hours, so the land mine demand is very low.
The trick with mines is to make sure the mines are far enough away from your turrets that the stompers aren't aggro when they reach the mines. If the stomper aggros, it has an area of effect attack that blows up the mines before they can do damage. For some reason mines alone won't aggro the stompers, fortunately.
Yeah I also tried a lot of different defense combinations, but all of them are annoying, because something is always damaged. And then I tried land mines, they are amazing! No warnings anymore, just dead stompers. If you place them on the very edge of your bot network your towers don't aggro them.
I made my defence using a row of flamethrowers and tesla turrets, and slapped down a huge solar paner field on a dry area (pentapods cant expand here). Teslas slow down enemies so the flamethrower can hit them. Works pretty well.
Something I've found is that landmines are a great alternative to walls in order to zone pentapods away from certain areas. Now most people will say that stompers are inmune, and true, if a stomper is attacking something, landmines near it's stomp attack will be destroyed before they can trigger on it. However, This only happens when aggro'ed. If a stomper roaming around walks into a minefield it will get gutted something fierce. Since gleba creatures don't aggro on roboports, it is possible to spread mines with far more impunity than in navius. I even tried placing mines on the edge of my defense's contruction zone, and they did manage to trigger on attack waves before they aggroed on my defenses, but my gleba defense designs do have the roboports incredibly close to the turret line. And yes I'm aware I'm turning Gleba into Vietnam. Those fellas are lucky importing flamethrower fuel would be a massive pain.
I've been considering if using coal liquifaction would do the trick for producing enough oil. Having a space platform grab carbonic asteroids and turn it into coal to drop down with a little bit of kickstart oil
Really wanna know who this guy is. I find his contents the most straightforward and helpful amongst all factorio community. Ive played 3500hrs but i learn from him once more.
Getting oil on Gleba is a big pain, I'm pretty sure you'd need to ship it in in barrels. It's possible that they're so fuel efficient that it wouldn't be an issue but I doubt it.
@@AylorAivo I had also thought as much. Ship thousands of barrels to create a buffer. Recycle the drums back to Steel or just "throw" them away via more recylers. Storage tanks to fill from said barrels. Wait till you filled 4 then connect the lines to the flame turrets. You can only from what I seen can "mine" ice off planet in space-water? And you can mine Sulfuric and Calcite but as far as I know you cant reverse engineer oil in space and have a plaform ship down barrels. Maybe a Mod yes but not vanilla cause I am also looking to add these to test
They have the same issue as rocket turrets, the projectiles are very slow, but they work great! You can bring barrels from Nauvis or set up coal liquefaction after unlocking it.
It's not a problem to import light oil from another planet. 20 stacks fit into a rocket. The flamethrowers don't need too much light oil. Just get it into your logistics. You'll need some heavier/faster arms agains the pentapods, though. Like the rocket towers or tesla.
RE: Laser turrets, you need to double/triple amount of laser turrets density and then they deal with stompers just fine without damage. Gleba enemies also kinda always attack the same places, so you don't need to build this high density laser wall everywhere. Lastly Uncommon or Rare Laser turret have a lot more range, out-ranging strafers which might be able to avoid getting in turret range otherwise. It's definitely much easier to plop down triple thick laser walls than gun turret walls.
My strategy so far has been to kill the large rafts, leaving the small rafts which are only suppose to spawn the smaller wrigglers. This prevents the larger nests from coming back in. Closer is a wall of tesla turrets. This works pretty well, but I still get the occasional attack from stompers since I keep expanding and the pollution cloud gets bigger.
Since I went to Gleba as my first planet and avoided all spoilers, I didn't get to play around with Tesla turrets - they seem really neat for this - I do wonder about the electricity cost though. In my playthrough I found a few ways to get a power plant going, but it wasn't the greatest of outputs I went with a line of rocket turrets + gun turrets around my entire base in the end, which were all locally produced, so even if I lost a few, it wasn't that big of a deal
I also randomly chose to visit Gleba first. Power is tough early on, but once you tech up to rocket fuel you're golden. Can use rocket fuel in a heat tower to power turbines.
@@friarjon7948 I never made that connection - I feel like that would've been a lot smarter than sticking to turning fruit into mash into spoilage, into carbon, and then burning it ^^;
If you want to go extra fancy, you can also try legendary rocket turrets with legendary rockets... I don't think it's really better than "only" legendary rail gun (with target priorities) plus legendary Tesla, but, it's nice somehow.
If you've been to Vulcanus first it's very easy to set up coal liquefaction and use flamethrower turrets. I set up a square around my farmland areas after I finished setting up the base and I've yet to see any notification even after finishing the game.
I have a combination of gun turrets and Tesla turrets, with the Tesla turrets serving to slow down the stompers and keep them in range of the guns long enough to go down before causing damage.
Teslas have a pretty big idle power draw. I recommend a mix of teslas and rocket turrets. Tesla turrets complement rocket turrets well; because they slow enemies, the rocket turret's slow projectiles and fire rate are able to reach stompers long before any real damage occurs. This extra time also makes explosive rockets quite a bit safer, and those tend to be more efficient than regular rockets so long as they manage to splash 2 or more targets. Additionally, a small number of gun turrets can also reliably manage wrigglers. For wrigglers, it's really more about coverage area than firepower. And as others are saying, nothing beats having artillery coverage well beyond your spore cloud.
After a bit of trial and error on Gleba similarly, I tried a blueprint I made of a nice rectangular set of 48 landmines...nicely and systematically placed around my base border. The mobs all get wrecked. And drones simply come and replace the mines again from a constantly available supply. Nothing comes through.
I have just used perimiter of rocker turrets, like no spaces in between and solid 3 layers of rocket turrets with some Lauer turrets behind and it is still working in the endgame
Didn't see my favorite defence mentioned, mines. Mines are dirt cheap on gleba and do amazing work. Aside from some buggy moments, a mine field will disintegrate every thing. Though sometimes stompers don't trigger mines and just destroy them, but still way better than gun turrets, lasers, rocket turrets, and comparable to the Tesla.🎉
The best Gleba defense is artillery and spidertrons. I have a wall of spidertrons with logistic supplied rockets, and the artillery keeps any nests from spawning near my wall.
Haven't been to gleba yet but how often do attacks happen? I saw someone on Reddit use a double wall of gun turrets (with them getting ammo from both sides) as defense since they use iron and copper and those 2 are free from bacteria, bots can easily replace them. Am just wondering if it wouldn't be attacked again before next wave. Also ofc that reddit post that used a wall of flamer turrets.
I heard a lot about mine defense on gleba, but never manage to make it work consistently, on my test, the stromping attack started earlier than the range of my roboport meaning that the automatically rebuilding defense where destroy before it deal any meaning full damage. Have you try and had any result?
I use gun turrets with uranium ammo imported from Nauvis all the time and they are super effective against small to medium stompers - haven't reached the point when I have big ones, though, but as I can see, 3 turrets with research level 12 kill a medium stomper in no time, so more turrets should be good against big ones, too. Yes, it's pretty expensive to transport uranium ammo from Nauvis (25/rocket) but electricity on Gleba isn't cheap either, or at least I didn't found a good way of generating power there and I fight constant power outages and I wouldn't like to use teslas or lasers there. But rocket fuel, LDS and blue circuits are literally free and unlimited on Fulgora so I have a space platform that transports these from Fulgora to Nauvis and there's another space platform to supply Gleba and Vulcanus with uranium ammo - as gun turrets are perfect against Vulcanus destroyers, too, 30 of them is enough even against the big ones I already encountered.
Early game make a Botnetnork grid larger then your spores. U will never get attacked. Late game (just to get bit better ups) 1large legendary range artilerry eliminates all enemy bases , to disable all spawn attampts of ur mega base, gg you are playing peacefull mode now:)
Remember, gun turrets and red ammo are 100% free on gleba So are blue belts and red inserters Copy the blueprint for your wall segment, add a buffer chest with the necessary requests to build it (you can just click the "add section" of the chest with the blueprint to automatically request contents) to always have the materials for quick repairs
Technically, if you don't mind being a little cheesy, red ammo and gun turrets are free everywhere - With a bit of added work, at least. Launch stations with the primary goal of extracting and refining resources from space and send the results planet-side. It's expensive to set up, but once you're done, you can get anything reliant on iron for free from the get go. With enough tech, that will extend to iron, copper, sulfur, carbon, water and calcite. Which with even more tech can give you the entire petrochem tree all coming from space. Sulfuric acid with calcite is a ridiculously potent source of power as well, which is something you can establish essentially anywhere.
@@PremierSullivan Yes, Gleba has the least "free" resources out of any planet. Pentapods are a far more dangerous enemy than biters and every fruit you pick off the ground is adding to the evo meter, which is even more punishing on Gleba. And its not even easy to make large amounts of ore, even though the fruits are infinite you need to make the expensive special landfill to get big enough farms and the production chain is finicky.
@@OzixiThrill… No you can’t, the calcite+sulfuric thingy exclusively works on Vulcanus, nowhere else, besides, electric power in Gleba is the least of your worries there, heating towers are miniature nuclear reactors, just make bio-rocket fuel and be done with it, each tower will give you 40MW worth of electricity
I've brought some 235 to volcanus to make nukes (about 4k 235's for early volcanus) Does that stragy works for gleba too? Brining uranium ammo to gleba
Sure, massive damage but gun turrets will still have terrible range. So you should work on quality as well. But it's so much easier to just spam tesla turrets.
@AVADIIStrategy ok thanks! Btw i'm just finished automating orange science, and volcanus is my 1st outer planet. Which one should i go next? Fulgora or gleba Many people say gleba is hard, but stack inserters(idk right term for english, i'm korean) and belt stacking seems too attractive to me.
@ssapgaming I would probably go to Gleba to get tesla turrets and quality first. Oh you're korean? ㅋㅋㅋㅋ I don't understand the language but I can read hangeul!
@AVADIIStrategy yep. I'm korean. Thats why my english sucks. But i'm proffesional at making spagetti tho so i must have little bit of western DNA insinde
1:10 I feel like this is half as many gun turrets as one would actually want to use doing this; there should not be gaps between turrets. And you're going to have red ammo before bringing in infinite research
explosive (red) rockets deal more damage to Pentapods than yellow ones... because pentapod is in segments... and red rocket splash damage hits all the segments
I found this out the hard way. I kept getting notifications of my base being completely destroyed. Turns out I was just blowing it up as collateral during every attack.
I use only landmines and Tesla turrets on Gleba. And it's weird.... for big pentapods landmines give very random results. sometimes they deal no damage at all sometimes they work as intended and deal decent damage and more importantly stun. I'm still not sure why that happens... maybe something with how pantapod leg lands in relation to the landmine. or maybe pentapods can sometimes "see" landmines. even after multiple tests I'm still not sure. but... my defenses work... so for now I'm OK with losing more landmines than needed.
@@lastmanstanding5423 ive seen other people talking about landmines before, the general idea ive seen them saying is that if stompers are already in stomping mode they will kill mines before taking damage, but if they arnt stomping then mines will activate and kill them very effectively
@@cooltv2776 that is very useful information, thanks bro! do you know the conditions for them entering "stomping mode"? like distance to first visible tower or something?
@@lastmanstanding5423 To my understanding, stompers enter "stomping mode" either when being attacked , or when they are close to their intended target, which will be either your agricultural towers (spore triggered attack), or your artilleries (if they destroyed their nest). So for your mines to be effective, they have to be deployed far enough from your defenses so stompers will walk on them before being targeted by your turrets.
@@MoucheronQuipet that makes a lot of sense. and I see where I made a mistake. as I previously said... my defense on Gleba is 99% landmines and Tesla turrets. but I placed a few yellow ammo turrets some distance in front of Tesla turrets. they were not supposed to do any damage. I figured they should serve as "bait" so that the stompers go towards them instead of the Tesla turrets. and by the time they reach this "bait turrets" they would be in the middle of the mine field and in range of Tesla turrets. it seemed like a good idea... but it was a mistake. because I was just provoking the "stomping mode" sooner than necessary
I got a rare tesla turret per chunk and 4 rare rocket turrets. Interesting that you didnt show tesla and rocket together, is there a problem with that or is that just coincidence?
My view is: I've established that Tesla Turrets are the best. So why mix in rocket turrets, when they are inferior in every way? That only makes the perimeter more complicated. Adding more Tesla Turrets is just stronger than a mix. And this way you only have to deal with energy production which is not a problem on Gleba because of the heating tower.
Rocket turret perform badly only due to the projectile speed, but their DPS is vastly superior compared to tesla turret, and you upgrade explosive damage more than electric damage anyways. Mixing Tesla and rocket turret can be even more effective due to the former's stun and latter high dps. Speaking of stuns, mixing tesla with flame thrower is even more insane against the stompers.
Personally I went into Gleba with the intention of completely overpowering any enemy that might await me, and it worked great. When I landen the evolution factor was at around .6, first thing I did was place 16 Nuclear reactors and an outer perimeter wall consisting of a wall of tesla turrets (damage level 8), an actuall wall against wrigglers in front of that, some laser turrets and batteries and some gun turrets with damage level 10 and red ammo in the back. Inside that perimeter there was a smaller wall with exactly the same layout protecting around 100 rare artillery buildings, supplied with around 15k shells from orbit. All of that combined with enough material to vastly expand the outer wall, and a few 100k fine concrete and landfill made Gleba pretty easy, especially since I didnt bother with any production that could be done on another planet. Everything from rocket parts to ammo and fuel rods gets imported.
@ they absolutely do, the time evolution factor starts before you land for the first time. Im not sure what triggers it, if its planet discovery or flying into the corresponding orbit for the first time, but it can definitely happen that enemies are already at a high evolution factor. After using up all of the first artillery shipment and some of a second one, evolution is all the way up to >0.9, so my defenses were essentially intended to stop even the largest attacks from the beginning.
Gleba lacks coal or oil, you get byproducts via fruit processing. As a result you don't have any of that delicious concentrated liquid pollution to fuel your flammenwerfers.
flame turrets are good if paired with tesla turrets to slow enemies down for the flames. If you want oil though you'll need to either import it or convert carbon into coal via coal synthesis then do coal liquefication for heavy/light oil.
No, railguns aren’t too slow for gleba enemies. They benefit greatly from range from quality, can have both fire rate and damage upgraded, and it doesn’t take much to make them 1shot every stomper.
I am pleasently surprised tesla turrets are that good. First time i unlocked them they seemed pathetically useless. Now i use them all the time on navis as a way for flamethrowers to hit faster biters easier, due to their huge chain stun.
Landmines are beyond broken, and gleba is no exception to this. Their primary weakness has nothing to do with their effectiveness, but rather the tedium of making explosives in bulk on gleba. The coal synthesis route requires a fair degree of scaling up to be effective. Alternatively, you can just ship coal or explosives to gleba on your platform moving agricultural science back to nauvis. A rocket load's worth of explosives is 1000 mines, and a rocket loads worth of coal is 2000 mines without prodding the explosives, albeit with the caveat of having to produce sulfur on gleba. Given how powerful they are, that's more than cheap enough to be worth an extra rocket launch here and there early on, and later on you can tweak your platforms that stop at gleba to just make and drop explosives (or even full mines) down whenever they stop there. Or make them on the planet's surface. I'm not your mother. The point here is, mines are stupid strong, and you're genuinely missing out by not using them.
I've always disliked Factorio's one solution base defense, and it seems that's still in full swing on Gleba. Research Tesla turrets or just die. That's a disappointing result. We got so many new weapons, and there's only a single weapon that's worth using on Gleba for defense. I think a little bit more interesting enemy balance would make things more interesting then just spamming a single turret everywhere. The point of giving stompers high laser damage was to "solve" the problem of spamming a single turret, but now we basically just have the same solution, just with "better laser turret" instead of the normal lasers.
Gleba really made me rethink defense and acceptable loss. Gun turret costs 10 copper, 40 iron. Stack of ammo costs 50/140. Or: if you are willing to lose ammo you should be willing to lose gun turrets.
Also I'm at legendary stage, maybe I'll rethink some things. The late game LDS recycling practically gives free legendary steel and copper, so only iron is needed in addition. But no conclusion so far...
Also quick calculation: at 82 damage per piercing shot (research level ~16) a big stompa seems to take ~ 37 piercing magazines. So the ammo alone is quite an investment.
Though energy is basically free on Gleba. Most of your base doesn't use electricity anyway (biochambers), and rocket fuel is dirt cheap to make and can power many heating towers setups. I personally have over 100 tesla turrets on Gleba and my rocket fuel production is not even close to sweat.
At start they're hard to sustain but the volume inside your base scale faster then the surface (walls) so you produce power faster than your defense will consume it. This is assuming you're going with mega size defense instead of smaller defense to protect certain areas.
This is my biggest problem with Gleba, the mobs are super overtuned and unless you play very fast you easily get to a point where you need tech from another planet to stop attacks before you've built up enough infrastructure to leave. The land mine is the poor man's Tesla turret and it's wildly inconsistent at best, way more expensive than a rocket, and worse you can't even locally produce mines or rockets until you can leave Gleba because you don't have coal synthesis.
I just spammed all of them, except rockets. Rocket turrets suck so much, after they shoot an enemy, other turrets will NOT shoot that enemy until the rocket lands and kills it!
Nauvis: 2 rows of laser + artillery Gleba: discharge defense + artillery Vulcanus: tank with uranium cannon shells and t2 shields, artillery works as well but kinda unnecessary Throw in few spidetrons and you can expand with ease. Nothing leaks and you can play like you were playing peaceful mode.
Are you the one that recommended Discharge Defense against Demolishers? I guess with this video you redeemed yourself. There are more defenses you might want to add to this.
Artillery will push them out of spore range, but you still have to defend against the retaliatory strikes as they do their work.
It's a bit of an exploit but the retaliation waves aren't able to pathfind to artillery placed far into deep water and just despawn.
лучше убить все большие гнёзда, оставив только маленькие. тогда они не смогут расселяться т.к. на этом месте уже есть гнездо. надо делать это некоторое время, потом когда точки будут заняты ситуация стабилизируется и можно будет оставить эту планету
@@uberfull5418 Interesante... (интересный)
@@SpencerUnderwoods despawning enemies in factorio? never
Couple things you missed:
- Higher quality tesla turrets have a higher chance for the bolt to fork to multiple additional enemies rather than just jump to a single additional target, and thus, unlike every other turret, they have a higher DPS than their base-level counterparts. Just moving from normal to uncommon quality makes a big difference.
- Tesla and rocket turrets are both slow to fire and slow to aim. Thus having a backup line of gun or laser turrets to take out the wrigglers that the strafers fire is very helpful. I've had great success with a combination of tesla, rocket, and gun turrets; the teslas take out swarmers and massed wrigglers, the rockets focus the stompers, and the guns take out launched wrigglers and any add bonus DPS against anything that leaks past the others.
Going full tesla is still the best imho.
But you're right I could have mentioned the increased fork chance.
@AVADIIStrategy Having backup guns or lasers doesn't cost much - they don't even need to be higher quality, and they won't even fire at anything but the strafer-launched wriggler unless the enemy gets closer than they normally do, so it doesn't cost much ammo either. And just by existing, they effectively boost the teslas' DPS: turrets automatically target the nearest enemy, so every moment a strafer-launched wriggler lives is a moment several of the nearest tesla turrets aren't firing at the real enemy.
@@macdjordit costs the headache of ammo logistics ;p
@macdjord While everything you say is true, I prefer to just setup a light bot network (you need that anyway) which just repairs the minor damage that might occur.
That's simpler than producing ammo and using an additional weapon.
But I'm sure mixing weapons looks really cool so I give you that.
Maybe I'll go for a Tesla/Rocket combo in my new X10 Marathon run on Twitch just because flying rocket are cool. :D
@AVADIIStrategy Lasers as backups work fine if you don't want to bring in ammo.
Something I dont see anyone talking about, but pentapods do not spread like biters do. They need/desire water and will only spread outward so far from water. If you clear out all the egg rafts around bodies of water and all the egg rafts close enough that could spread to that source of water, they are effectively permanently removed from that area. The tricky part is that Gleba has lots of water, little lakes and mini oceans all around, and they can grow by spreading from one lake to the next if they are close enough. But thats "if" they are close enough. Many bodies of water are chainable, but not all of them. With some effort you can end attacks on your Gleba base alltogether by clearing out any bodies of water near your base, and any that may chain into those.
I mean factorio ia a game about an industrialist who terraforms a solar system...
Clearing bodies of water requires huge amounts of landfill. Which requires a vast amount of stones. One of the more limited resources on Gleba. So yeah, in theory you could completely stop pentapods from spreading. But this would require so much more work and production in comparison to putting down a proper defense line and artillery.
Import landfill from Vulcanus
this is super interesting, i was wondering why pentapods seem to expand new based far slower than biters do
@ I didnt mean clearing by filling them with landfill, I meant just clearing out the egg rafts, depending on the size of the body of water, you'll have a dozen or so bases around the edges of the water, then out from the edge youll find smaller and smaller bases. I actually havent tried testing using landfill to block them from spreading. Egg rafts can spawn in places they normally wouldnt spread to as part of their initial spawns, but after that they seem to be pretty predictable and controllable. I know everyone's goto is artillery, but if properly cleared it eliminates the need to defend gleba alltogether.
Thanks for that information. Gleba defence is certainly a challenge.
Thank you so much!
I love your tone in both this video and the one of testing discharge defense vs worms! The cadence, techical tone and agressiveness of your discouse is so pleasant!
Thank you for the in-depth analisys
You can get away with very few Tesla turrets if you have Artillery with a few upgrades, I don't think I've seen an external attack on my Gleba base in ages.
"External" pentapod egg problem? Haha.
@@Woodside235Well... Not a problem exactly, but the odd wiggler pops out of my biolab that makes biolabs. 😬
the Ryan George reference was a pleasant surprise.
Your comment is tight!
@@anymice But I'mma need you to get aaaall the way off his back about it
You can also put walls in front of your turrets to prevent the strafer projectiles from hitting the tesla guns
They don't physically stop the pentapods, but they help
A wall of gun turrets also can work, tho it will make strafers keep a distance that might be further than the reach of your main guns
Thanks needed a solution to the flying buggers
Not sure what version of Factorio you on. But tested now - walls do NOT intact prevent strafer projectiles. They completely go over it.
Well if you want strafer projectiles to interact again you can get “combat tweaks” mod
watching youtubers making references to some of your fav channels is tight!
Quickly becoming one of my favorite channels for Factorio!
I also use land mines. About 8 lanes of them can stop an attack of multiple red stompers. Happens only every few hours, so the land mine demand is very low.
The trick with mines is to make sure the mines are far enough away from your turrets that the stompers aren't aggro when they reach the mines. If the stomper aggros, it has an area of effect attack that blows up the mines before they can do damage. For some reason mines alone won't aggro the stompers, fortunately.
Yeah I also tried a lot of different defense combinations, but all of them are annoying, because something is always damaged. And then I tried land mines, they are amazing! No warnings anymore, just dead stompers. If you place them on the very edge of your bot network your towers don't aggro them.
I made my defence using a row of flamethrowers and tesla turrets, and slapped down a huge solar paner field on a dry area (pentapods cant expand here). Teslas slow down enemies so the flamethrower can hit them. Works pretty well.
How did you keep them fueled?
@user-jr2ue9nu6y I brought a barrel of oil to gleba and used coal liquefaction
Very nie. Will use these from now on. Thanks for the hint!
Thank you so much for this, I was having hell with Gleba, looks like I'm redesign my defense
Something I've found is that landmines are a great alternative to walls in order to zone pentapods away from certain areas. Now most people will say that stompers are inmune, and true, if a stomper is attacking something, landmines near it's stomp attack will be destroyed before they can trigger on it. However, This only happens when aggro'ed. If a stomper roaming around walks into a minefield it will get gutted something fierce. Since gleba creatures don't aggro on roboports, it is possible to spread mines with far more impunity than in navius.
I even tried placing mines on the edge of my defense's contruction zone, and they did manage to trigger on attack waves before they aggroed on my defenses, but my gleba defense designs do have the roboports incredibly close to the turret line.
And yes I'm aware I'm turning Gleba into Vietnam. Those fellas are lucky importing flamethrower fuel would be a massive pain.
I've been considering if using coal liquifaction would do the trick for producing enough oil. Having a space platform grab carbonic asteroids and turn it into coal to drop down with a little bit of kickstart oil
Really wanna know who this guy is. I find his contents the most straightforward and helpful amongst all factorio community. Ive played 3500hrs but i learn from him once more.
Thanks for going through the trouble. Cool Video.
Good science. I just made a huge wall with teslas and havent got any issues yet. Keeping up the power is the issue now
What about flamethrowers?
Getting oil on Gleba is a big pain, I'm pretty sure you'd need to ship it in in barrels. It's possible that they're so fuel efficient that it wouldn't be an issue but I doubt it.
you would ideally ship some barrels to help kickstart the process but they surely are efficient if you commit to them
@@AylorAivo can’t you make it from coal synthesis then to coal liquefaction ? But throwers not so good against fast targets
@@AylorAivo I had also thought as much. Ship thousands of barrels to create a buffer. Recycle the drums back to Steel or just "throw" them away via more recylers. Storage tanks to fill from said barrels. Wait till you filled 4 then connect the lines to the flame turrets. You can only from what I seen can "mine" ice off planet in space-water? And you can mine Sulfuric and Calcite but as far as I know you cant reverse engineer oil in space and have a plaform ship down barrels. Maybe a Mod yes but not vanilla cause I am also looking to add these to test
@@vasianduban9995 Looking on their wiki. I think its do-able.
Afik, I've heard a solid line of flame-throwers with some tesla behind is also good. Shame it's so hard to fuel before rocket turrets are unlocked.
Flamethrowers are definitely MVP there assuming you brought the barrels to kickstart the oil process
They have the same issue as rocket turrets, the projectiles are very slow, but they work great! You can bring barrels from Nauvis or set up coal liquefaction after unlocking it.
It's not a problem to import light oil from another planet. 20 stacks fit into a rocket. The flamethrowers don't need too much light oil. Just get it into your logistics.
You'll need some heavier/faster arms agains the pentapods, though. Like the rocket towers or tesla.
4:27 Ah, I see you are a man of culture as well!
Ryan George/Pitch meetings is amazing ;)
Just recently unlocked the tesla turret and I'm already liking them.
Electric turets are great but the amount of power they draw is huge.
Sounds like a job for some accumulators
They have 1MW idle draw
@@AbsoluteHuman well, you only need defend your garden, need less turret than navius (where you need defend your factory instead)
On gleba with hearing towers and steam turbines. That's not a problem
@Tere225 On my playthrue I was using 1GW nuclear because of the size of my base.
RE: Laser turrets, you need to double/triple amount of laser turrets density and then they deal with stompers just fine without damage. Gleba enemies also kinda always attack the same places, so you don't need to build this high density laser wall everywhere. Lastly Uncommon or Rare Laser turret have a lot more range, out-ranging strafers which might be able to avoid getting in turret range otherwise. It's definitely much easier to plop down triple thick laser walls than gun turret walls.
My strategy so far has been to kill the large rafts, leaving the small rafts which are only suppose to spawn the smaller wrigglers. This prevents the larger nests from coming back in. Closer is a wall of tesla turrets. This works pretty well, but I still get the occasional attack from stompers since I keep expanding and the pollution cloud gets bigger.
Since I went to Gleba as my first planet and avoided all spoilers, I didn't get to play around with Tesla turrets - they seem really neat for this - I do wonder about the electricity cost though. In my playthrough I found a few ways to get a power plant going, but it wasn't the greatest of outputs
I went with a line of rocket turrets + gun turrets around my entire base in the end, which were all locally produced, so even if I lost a few, it wasn't that big of a deal
I also randomly chose to visit Gleba first. Power is tough early on, but once you tech up to rocket fuel you're golden. Can use rocket fuel in a heat tower to power turbines.
@@friarjon7948 I never made that connection - I feel like that would've been a lot smarter than sticking to turning fruit into mash into spoilage, into carbon, and then burning it ^^;
If you want to go extra fancy, you can also try legendary rocket turrets with legendary rockets... I don't think it's really better than "only" legendary rail gun (with target priorities) plus legendary Tesla, but, it's nice somehow.
If you've been to Vulcanus first it's very easy to set up coal liquefaction and use flamethrower turrets. I set up a square around my farmland areas after I finished setting up the base and I've yet to see any notification even after finishing the game.
Very helpful.
Will flamethrower turrets be tested as well? 🙂 I use a wall of them with a scattering of rocket turrets. No Tesla yet. Pretty cool.
I have a combination of gun turrets and Tesla turrets, with the Tesla turrets serving to slow down the stompers and keep them in range of the guns long enough to go down before causing damage.
Teslas have a pretty big idle power draw. I recommend a mix of teslas and rocket turrets. Tesla turrets complement rocket turrets well; because they slow enemies, the rocket turret's slow projectiles and fire rate are able to reach stompers long before any real damage occurs. This extra time also makes explosive rockets quite a bit safer, and those tend to be more efficient than regular rockets so long as they manage to splash 2 or more targets. Additionally, a small number of gun turrets can also reliably manage wrigglers. For wrigglers, it's really more about coverage area than firepower.
And as others are saying, nothing beats having artillery coverage well beyond your spore cloud.
After a bit of trial and error on Gleba similarly, I tried a blueprint I made of a nice rectangular set of 48 landmines...nicely and systematically placed around my base border. The mobs all get wrecked. And drones simply come and replace the mines again from a constantly available supply. Nothing comes through.
I started my first defense with Tesla Turrets. Nice!!
I have just used perimiter of rocker turrets, like no spaces in between and solid 3 layers of rocket turrets with some Lauer turrets behind and it is still working in the endgame
Didn't see my favorite defence mentioned, mines. Mines are dirt cheap on gleba and do amazing work. Aside from some buggy moments, a mine field will disintegrate every thing.
Though sometimes stompers don't trigger mines and just destroy them, but still way better than gun turrets, lasers, rocket turrets, and comparable to the Tesla.🎉
The best Gleba defense is artillery and spidertrons. I have a wall of spidertrons with logistic supplied rockets, and the artillery keeps any nests from spawning near my wall.
Haven't been to gleba yet but how often do attacks happen? I saw someone on Reddit use a double wall of gun turrets (with them getting ammo from both sides) as defense since they use iron and copper and those 2 are free from bacteria, bots can easily replace them. Am just wondering if it wouldn't be attacked again before next wave.
Also ofc that reddit post that used a wall of flamer turrets.
I heard a lot about mine defense on gleba, but never manage to make it work consistently, on my test, the stromping attack started earlier than the range of my roboport meaning that the automatically rebuilding defense where destroy before it deal any meaning full damage. Have you try and had any result?
I use gun turrets with uranium ammo imported from Nauvis all the time and they are super effective against small to medium stompers - haven't reached the point when I have big ones, though, but as I can see, 3 turrets with research level 12 kill a medium stomper in no time, so more turrets should be good against big ones, too. Yes, it's pretty expensive to transport uranium ammo from Nauvis (25/rocket) but electricity on Gleba isn't cheap either, or at least I didn't found a good way of generating power there and I fight constant power outages and I wouldn't like to use teslas or lasers there. But rocket fuel, LDS and blue circuits are literally free and unlimited on Fulgora so I have a space platform that transports these from Fulgora to Nauvis and there's another space platform to supply Gleba and Vulcanus with uranium ammo - as gun turrets are perfect against Vulcanus destroyers, too, 30 of them is enough even against the big ones I already encountered.
Heat towers + Turbines powered by Rocket Fuel
I have a combination of tesla turrets, rocket turrets and artillery. Works well so far. I am still on my first playthrough about 100 hours in.
Explosive damage seemed to work well enough, maybe landmines could stop the first wave before they send the fliers out.
I built a circle of stone furnace on the edge of the spore cloud, no attacks at all. 😅
tesla turrets require ammo?
or just energy?
It would of been nice to see the research cost on the screen
Early game make a Botnetnork grid larger then your spores. U will never get attacked. Late game (just to get bit better ups) 1large legendary range artilerry eliminates all enemy bases , to disable all spawn attampts of ur mega base, gg you are playing peacefull mode now:)
Remember, gun turrets and red ammo are 100% free on gleba
So are blue belts and red inserters
Copy the blueprint for your wall segment, add a buffer chest with the necessary requests to build it (you can just click the "add section" of the chest with the blueprint to automatically request contents) to always have the materials for quick repairs
I have a lot of experience with gleba since I started the planet with 0.25 evolution
Technically, if you don't mind being a little cheesy, red ammo and gun turrets are free everywhere - With a bit of added work, at least.
Launch stations with the primary goal of extracting and refining resources from space and send the results planet-side. It's expensive to set up, but once you're done, you can get anything reliant on iron for free from the get go.
With enough tech, that will extend to iron, copper, sulfur, carbon, water and calcite. Which with even more tech can give you the entire petrochem tree all coming from space.
Sulfuric acid with calcite is a ridiculously potent source of power as well, which is something you can establish essentially anywhere.
They aren't free at all! Harvesting the fruit creates spores! I don't understand how people can think this.
@@PremierSullivan Yes, Gleba has the least "free" resources out of any planet. Pentapods are a far more dangerous enemy than biters and every fruit you pick off the ground is adding to the evo meter, which is even more punishing on Gleba. And its not even easy to make large amounts of ore, even though the fruits are infinite you need to make the expensive special landfill to get big enough farms and the production chain is finicky.
@@OzixiThrill… No you can’t, the calcite+sulfuric thingy exclusively works on Vulcanus, nowhere else, besides, electric power in Gleba is the least of your worries there, heating towers are miniature nuclear reactors, just make bio-rocket fuel and be done with it, each tower will give you 40MW worth of electricity
I've brought some 235 to volcanus to make nukes (about 4k 235's for early volcanus)
Does that stragy works for gleba too? Brining uranium ammo to gleba
Sure, massive damage but gun turrets will still have terrible range. So you should work on quality as well.
But it's so much easier to just spam tesla turrets.
@AVADIIStrategy ok thanks!
Btw i'm just finished automating orange science, and volcanus is my 1st outer planet.
Which one should i go next? Fulgora or gleba
Many people say gleba is hard, but stack inserters(idk right term for english, i'm korean) and belt stacking seems too attractive to me.
@ssapgaming I would probably go to Gleba to get tesla turrets and quality first.
Oh you're korean? ㅋㅋㅋㅋ
I don't understand the language but I can read hangeul!
@AVADIIStrategy yep. I'm korean. Thats why my english sucks. But i'm proffesional at making spagetti tho so i must have little bit of western DNA insinde
I use Tesla Turrets and Artillery. Seems to work just fine.
Especially if Gleba is the last planet you visit.
1:10 I feel like this is half as many gun turrets as one would actually want to use doing this; there should not be gaps between turrets. And you're going to have red ammo before bringing in infinite research
explosive (red) rockets deal more damage to Pentapods than yellow ones...
because pentapod is in segments... and red rocket splash damage hits all the segments
And red rockets will do friendly fire if any enemy comes close to your turrets.
I found this out the hard way. I kept getting notifications of my base being completely destroyed. Turns out I was just blowing it up as collateral during every attack.
Give your rocket turrets priority to only shoot at strafers and stompers and they are safe too. And get more kills than teslas in my experience.
( May I ask about mines. They supposed to be very strong against stompers )
I use only landmines and Tesla turrets on Gleba.
And it's weird....
for big pentapods landmines give very random results.
sometimes they deal no damage at all
sometimes they work as intended and deal decent damage and more importantly stun.
I'm still not sure why that happens...
maybe something with how pantapod leg lands in relation to the landmine.
or maybe pentapods can sometimes "see" landmines.
even after multiple tests I'm still not sure.
but...
my defenses work... so for now I'm OK with losing more landmines than needed.
@@lastmanstanding5423 ive seen other people talking about landmines before, the general idea ive seen them saying is that if stompers are already in stomping mode they will kill mines before taking damage, but if they arnt stomping then mines will activate and kill them very effectively
@@cooltv2776 that is very useful information, thanks bro!
do you know the conditions for them entering "stomping mode"?
like distance to first visible tower or something?
@@lastmanstanding5423 To my understanding, stompers enter "stomping mode" either when being attacked , or when they are close to their intended target, which will be either your agricultural towers (spore triggered attack), or your artilleries (if they destroyed their nest). So for your mines to be effective, they have to be deployed far enough from your defenses so stompers will walk on them before being targeted by your turrets.
@@MoucheronQuipet that makes a lot of sense.
and I see where I made a mistake.
as I previously said... my defense on Gleba is 99% landmines and Tesla turrets.
but I placed a few yellow ammo turrets some distance in front of Tesla turrets.
they were not supposed to do any damage.
I figured they should serve as "bait" so that the stompers go towards them instead of the Tesla turrets.
and by the time they reach this "bait turrets" they would be in the middle of the mine field and in range of Tesla turrets.
it seemed like a good idea...
but it was a mistake.
because I was just provoking the "stomping mode" sooner than necessary
I got a rare tesla turret per chunk and 4 rare rocket turrets. Interesting that you didnt show tesla and rocket together, is there a problem with that or is that just coincidence?
My view is: I've established that Tesla Turrets are the best. So why mix in rocket turrets, when they are inferior in every way?
That only makes the perimeter more complicated.
Adding more Tesla Turrets is just stronger than a mix.
And this way you only have to deal with energy production which is not a problem on Gleba because of the heating tower.
Landmines are incredibly useful between turrets on Gleba
I do one line of tesla followed behind with one line of rockets : works like a charm
Apidertrom following an arty train around the base, easy lategame and doesn‘t need hundreds of MW to work.
Seem like The best defense is the best offense!
anyone know how to nail the flying wrigglers regards turrets?
Nuclear rocket turrets?
Rocket turret perform badly only due to the projectile speed, but their DPS is vastly superior compared to tesla turret, and you upgrade explosive damage more than electric damage anyways.
Mixing Tesla and rocket turret can be even more effective due to the former's stun and latter high dps. Speaking of stuns, mixing tesla with flame thrower is even more insane against the stompers.
super easy barely an inconvenience
What about land mines? Probably better than laser and rockets, and more easy to research and spam than Tesla turrets
You didn't test flamethrowers! You can use them if you bring coal liquefaction from Vulcanus and turn spoilage into carbon then into coal!
Ty, i need this tried using epic gleba on artillery. i base far from spawn ....
I spent longer than I’m willing to admit not knowing tesla turrets ran on power because the handheld version requires ammo
Wow tesla are that powerful ? I have just finished my first game after 130h and I never had taken the time to craft and test those tesla things
Uh yeah, they are!
Personally I went into Gleba with the intention of completely overpowering any enemy that might await me, and it worked great. When I landen the evolution factor was at around .6, first thing I did was place 16 Nuclear reactors and an outer perimeter wall consisting of a wall of tesla turrets (damage level 8), an actuall wall against wrigglers in front of that, some laser turrets and batteries and some gun turrets with damage level 10 and red ammo in the back. Inside that perimeter there was a smaller wall with exactly the same layout protecting around 100 rare artillery buildings, supplied with around 15k shells from orbit.
All of that combined with enough material to vastly expand the outer wall, and a few 100k fine concrete and landfill made Gleba pretty easy, especially since I didnt bother with any production that could be done on another planet. Everything from rocket parts to ammo and fuel rods gets imported.
Wait, they start evolving before you first arrive? That's news to me. I was told they don't.
@ they absolutely do, the time evolution factor starts before you land for the first time. Im not sure what triggers it, if its planet discovery or flying into the corresponding orbit for the first time, but it can definitely happen that enemies are already at a high evolution factor.
After using up all of the first artillery shipment and some of a second one, evolution is all the way up to >0.9, so my defenses were essentially intended to stop even the largest attacks from the beginning.
Tesla turrets are the best, but they consume a LOT of power even when idle.
I haven't gotten to this planet yet, but are flame turrets not an option on this planet?
There is no oil in gleba
Gleba lacks coal or oil, you get byproducts via fruit processing. As a result you don't have any of that delicious concentrated liquid pollution to fuel your flammenwerfers.
flame turrets are good if paired with tesla turrets to slow enemies down for the flames. If you want oil though you'll need to either import it or convert carbon into coal via coal synthesis then do coal liquefication for heavy/light oil.
Pentapods just walk over walls which is why you can't stop them like Nauvis' enemies.
@@marceauberthecoal synthesis to liquefaction. Import a small amount of heavy oil from Nauvis for infinite fuel/ammo. Works very well
No flamethrower??
No, railguns aren’t too slow for gleba enemies. They benefit greatly from range from quality, can have both fire rate and damage upgraded, and it doesn’t take much to make them 1shot every stomper.
I am pleasently surprised tesla turrets are that good. First time i unlocked them they seemed pathetically useless. Now i use them all the time on navis as a way for flamethrowers to hit faster biters easier, due to their huge chain stun.
4:29 Then the turrets did a backflip and snapped the pentapods neck!
Flamethrowers?
Landmines?
Tesla turrets on Nauvis are also top tier. Their forking damage against the massed hordes of biters is a death sentence.
Switch to tesla turrets is good if you have them at the time. I didnt. So rockets plus lasers plus minefields.
Well why not using spidertrons its the best on Gleba
reaktor + shields + Batterie and normel yellow rockets one spidertron can take care of a hord
1 legendary artilery made gleba nd nauvis peacefull for me. As soon as all spawner are killed nothing will spawn and expand anymore.
What about mines?
Sadly the big ones destroy without damage
Fulgora save the days 🤣
Landmines are beyond broken, and gleba is no exception to this. Their primary weakness has nothing to do with their effectiveness, but rather the tedium of making explosives in bulk on gleba.
The coal synthesis route requires a fair degree of scaling up to be effective. Alternatively, you can just ship coal or explosives to gleba on your platform moving agricultural science back to nauvis. A rocket load's worth of explosives is 1000 mines, and a rocket loads worth of coal is 2000 mines without prodding the explosives, albeit with the caveat of having to produce sulfur on gleba. Given how powerful they are, that's more than cheap enough to be worth an extra rocket launch here and there early on, and later on you can tweak your platforms that stop at gleba to just make and drop explosives (or even full mines) down whenever they stop there. Or make them on the planet's surface. I'm not your mother.
The point here is, mines are stupid strong, and you're genuinely missing out by not using them.
I've always disliked Factorio's one solution base defense, and it seems that's still in full swing on Gleba. Research Tesla turrets or just die. That's a disappointing result. We got so many new weapons, and there's only a single weapon that's worth using on Gleba for defense. I think a little bit more interesting enemy balance would make things more interesting then just spamming a single turret everywhere. The point of giving stompers high laser damage was to "solve" the problem of spamming a single turret, but now we basically just have the same solution, just with "better laser turret" instead of the normal lasers.
A front of laser turrets to tank and clean up strafer shots backed by explosive rocket turrets shooting only strafer/stomper works perfectly well
Gleba really made me rethink defense and acceptable loss.
Gun turret costs 10 copper, 40 iron. Stack of ammo costs 50/140.
Or: if you are willing to lose ammo you should be willing to lose gun turrets.
Also I'm at legendary stage, maybe I'll rethink some things. The late game LDS recycling practically gives free legendary steel and copper, so only iron is needed in addition. But no conclusion so far...
Also quick calculation: at 82 damage per piercing shot (research level ~16) a big stompa seems to take ~ 37 piercing magazines.
So the ammo alone is quite an investment.
I think for shits and giggles I'll try legendary uranium ammo...
im just annoyed you cant shoot down the flyers
Tesla turrets are amazing but their passive power draw is horrendously large. I use a combo of rocket and gun turrets.
Though energy is basically free on Gleba. Most of your base doesn't use electricity anyway (biochambers), and rocket fuel is dirt cheap to make and can power many heating towers setups. I personally have over 100 tesla turrets on Gleba and my rocket fuel production is not even close to sweat.
At start they're hard to sustain but the volume inside your base scale faster then the surface (walls) so you produce power faster than your defense will consume it. This is assuming you're going with mega size defense instead of smaller defense to protect certain areas.
"Work well at early game..."
Yeah, I guess lvl 8 and 9 are early game
I think you missed flamethrowers
Honestly a bummer that railguns are ineffective. I had a bunch imported and placed around Gleba, only to find out they're pretty much useless.
you have a movie for me? :D
This is my biggest problem with Gleba, the mobs are super overtuned and unless you play very fast you easily get to a point where you need tech from another planet to stop attacks before you've built up enough infrastructure to leave. The land mine is the poor man's Tesla turret and it's wildly inconsistent at best, way more expensive than a rocket, and worse you can't even locally produce mines or rockets until you can leave Gleba because you don't have coal synthesis.
If that's the case. Go to Fulgora first and have Tesla Turrets ready from the get-go.
Obviously flame turrets are best - just import light fuel
Honestly, artillery is superior. No egg rafts in the spore cloud means absolutely no attacks.
Missiles
Tesla Towers are Tight! They do a backflip, snap the pentapod's neck, and save the day.
I just spammed all of them, except rockets. Rocket turrets suck so much, after they shoot an enemy, other turrets will NOT shoot that enemy until the rocket lands and kills it!
Nauvis: 2 rows of laser + artillery
Gleba: discharge defense + artillery
Vulcanus: tank with uranium cannon shells and t2 shields, artillery works as well but kinda unnecessary
Throw in few spidetrons and you can expand with ease.
Nothing leaks and you can play like you were playing peaceful mode.
Are you the one that recommended Discharge Defense against Demolishers? I guess with this video you redeemed yourself. There are more defenses you might want to add to this.
super easy, barley an inconvenience
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