For the near Endgame game content, you could easily go for a Armored Wall/Battery layer-combo as when you start adding additional walls behind your current outer most walls, you could put batteries on the inner walls just behind the outer walls (you can put 3 walls on a single Utility Tile and the batteries are small enough to fit in between them all like this: Outer Wall - Battery + Middle wall - Battery + Inner-most wall) I was able to bump up my Power to nearly 2,300+ with that kind of wall placement despite all the heavy Power draining items on my Outpost.
Using pillars on the first floor, you don't need utility tiles under them. Without that utility tile, you can stack large batteries 2 high on 1 section of pillars.
viper is great option to replace 30mm. it half ammo consumtion but also fire 2 time faster. which mean you consume ammo at the same rate but deal more damage. double barel is good but when you pair them with other turret it will make your ammo economy hard to manage.
Cryo guns and hanging MGs are good for when you do big money runs. If you take all the money bonuses as you traverse the map your base will get jumped by nebulas during the recovery day fight. They will get in close and try to attack your ammo automation. So, placing some Cryo turrets around your ammo belts will help snare/kill them.
The flame turrets are actually VERY good at close base defense. Their damage output is absolutely insane in their tiny radius so putting them near doors or even in the middle of your floors can kill nebulas and agents that try to knock on your door mid fight. This combined with their tiny size means they are easy to place anywhere and just about anything they aim at dies instantly. That being said, I have yet to find a use for the cryo turret as if something is close enough to be in the cryo turret's range I want it dead not slowed.
The belt ammo box pile to just grab vs running inside is something I might need to steal. Not that I have a massive base yet though. Got wrecked on base city 1. >.< I live right until the 3 railgun apos show up and just wreck everything. x.x
I don't get the game at all and it does a very bad job explaining it's mechanics. I mow down second stage 3rd difficulty 400s with ease, but the first difficulty of the snowlands is unbearable for me. I noticed you can upgrade MG turrets, when selected one. But either way, scorpions are 5 times buffer then previousl level 3 diff, and they just annihilate my base.
For the near Endgame game content, you could easily go for a Armored Wall/Battery layer-combo as when you start adding additional walls behind your current outer most walls, you could put batteries on the inner walls just behind the outer walls (you can put 3 walls on a single Utility Tile and the batteries are small enough to fit in between them all like this: Outer Wall - Battery + Middle wall - Battery + Inner-most wall) I was able to bump up my Power to nearly 2,300+ with that kind of wall placement despite all the heavy Power draining items on my Outpost.
Using pillars on the first floor, you don't need utility tiles under them. Without that utility tile, you can stack large batteries 2 high on 1 section of pillars.
I just wanted to post this as well....
How?
@thanakornnarisirikul9261 only works on the bottom floor, you don't need utility tiles, just don't use them
viper is great option to replace 30mm. it half ammo consumtion but also fire 2 time faster. which mean you consume ammo at the same rate but deal more damage.
double barel is good but when you pair them with other turret it will make your ammo economy hard to manage.
Cryo guns and hanging MGs are good for when you do big money runs. If you take all the money bonuses as you traverse the map your base will get jumped by nebulas during the recovery day fight. They will get in close and try to attack your ammo automation. So, placing some Cryo turrets around your ammo belts will help snare/kill them.
Have you tried mixing in flame ones? No idea if it's any good just wondering.
I haven't been playing very long but I didn't even know you could modify the turrets in the way you showed us here thank you
The flame turrets are actually VERY good at close base defense. Their damage output is absolutely insane in their tiny radius so putting them near doors or even in the middle of your floors can kill nebulas and agents that try to knock on your door mid fight. This combined with their tiny size means they are easy to place anywhere and just about anything they aim at dies instantly. That being said, I have yet to find a use for the cryo turret as if something is close enough to be in the cryo turret's range I want it dead not slowed.
Move your core tower to level 3, and just one square before the boarder. Makes the first two levels more roomy for building those stacked generators.
I place 4 ammo makers each taking one corner of the designated space for the advanced autoloader and it auto picks up from the ammo makers
The belt ammo box pile to just grab vs running inside is something I might need to steal. Not that I have a massive base yet though. Got wrecked on base city 1. >.<
I live right until the 3 railgun apos show up and just wreck everything. x.x
Are there benefits to loading different ammo into any of the turrets?
gj mate thx
I skipped the cryo and pyro. Just felt like a waste of resources. IMO they should be deciphers
What about titan spikes?
Spikes are an important asset as long as you have appropriate resources to spare
Like 101
Appreciate you buddy
I don't get the game at all and it does a very bad job explaining it's mechanics. I mow down second stage 3rd difficulty 400s with ease, but the first difficulty of the snowlands is unbearable for me. I noticed you can upgrade MG turrets, when selected one. But either way, scorpions are 5 times buffer then previousl level 3 diff, and they just annihilate my base.