fr before the update I always thought itd be nice to have just a little bit of extra inventory and logistics as I always needed just SLIGHTLY more space for everything I needed and it was annoying but now they solved that and I have some extra space to spare which is very nice
One thing to note about the pile sorter is once it's fully upgraded it changes from 10 trips per second to 120 items per second, which may not seem all that different, but it's a fixed 120 items per second and cannot be reduced, meaning it is unaffected by distance and doesn't matter if it's 1 grid away from the belt or 3 it will still fill the belt with quad stacks with no gaps.
Really love this QOL they added. Inventory size, allowing spaceships to toggle auto relay stations, and the new type of sorter. Completely changed how I build.
Toggling spaceships to auto target relay stations was a thing before this update. Just make sure to disable that if you are traveling to a planet you farm dark fog on! 😂
@@InnaciKorushka yup, I started playing the game last month and didn't know either until I saw it used in a video. I've messed up multiple times going to a planet I farm dark fog on and killed the relay stations by accident, then either have to load a previous save or wait for the stations to return.
The broken blueprints, however, are not so wonderful.... It ended up being less dramatic than I feared, but I did have to check every single blueprint one by one, which was really quite tedious. So far it seems only blueprints with the new buildings in, fail to copy above a certain size. For planetary prints especially, this almost broke me. The problem is it doesn't just not place what doesn't fit, the whole PRINT fails to place, which in planetary prints... enfin, nuff said. I still mourn the loss of the mission launch music more than anything, however. I really really loved that, and now watch old recordings of people starting a new seed, just for the music.
Battlefield analysis should receive planetary drones. With so many types of resources being collected, its very annoying to deal with that by conveyor belts.
@@IsmeGenius No really, since they don't communicate with logistics stations (planetary or interplanetary). The only way to transfer materials to those is using belts.
Yeah tbh tower wise I probably won't be using those plasma ones just because the towers before it are already excellent, but the disruptor ones seem interesting, just not sure if it's powerful enough to warrant using
Literally have not found a single situation where missiles weren't the magic bullet solution. Nothing against the other options, mind you. The sensor tower is just SO overpowered, that doing anything other than missiles just feels silly, you know?
@@InservioLetum I'm actually at a point in my 3000% metadata run where using missiles would be silly and time consuming. It's faster for me to nuke the relays, and then jump into the base, fire 5-8 antimatter capsules and let my drones cleanup than to build all that infrastructure and signal tower creep onto bases. I def agree that the signal towers boost to missile range is very powerful!
I visualize a new fractionator design. * An endless belt feedback loop in/out of the fractionator. * A piling sorter filling-and-stacking from an adjacent hydrogen feeder belt. * Several piling sorters feedback-stacking the deuterium as high as possible. This should allow much cleaner (perhaps wider/longer?) fractionator builds.
I've doing that already for a while with automatic pilers, I get enormous quantities of deuterium, and it allows me to be build much larger (and longer) deuterium fractionator setups. You can easily get 10GW or more for use in early game.
I've always used loops myself - it's been the automatic piler gets in the way of wider builds, though. Not an issue now, I managed to get 6 fractionator lines into the sub-tropical zone. Something like 70 deut a second so good times. 😁
Good advice. Seems you are quicker to pick up on how to use this than some of the other youtubers. Still annoyed that the Mk3 sorter was nerfed so much. The new towers don't seem to have any value.
Don't sleep on the jamming tower, it makes all your OTHER towers much better (will be releasing a video where I use it later today). The plasma tower (along with the one we already had) is just overkill, but that's still fun for those that want to see the fog burn :D
@@TheDutchActuary I have to disagree on both. The signal jammer just isn't worth the resource or science investment (it goes through way too much ammo for way too little effect overall, and the only way to get the most out of them is to just spam them, which can drain your resources very quickly against high level DF waves). The new plasma tower has less alpha and DPM than the laser turret, with their party trick being the knockback and splash damage. All this does is make it a worse Implosion Cannon. A lot of core content creators in the DSP community have said that these two things are pretty much irrelevant in their current state, and I have sent an idea that sees these two replaced with objectively more functional buildings for the eventual major update adding space stations to the game.
I think the Jammer comments are coming from people that (like me in my recent videos) put them in continuous farming spots) At that point, they need a huge amount of materials to do their job 24/7. They make little sense there. However, I think the intent behind this was aimed at lower difficulties / situations where you just get waves periodically. At that point, the waves comes in, gets stunned, gets shredded, and the Jammer will stop firing after probably just 2 shots or so. With a wave perma-stunned you need only a fraction of the defensive line that you would otherwise need. Can you do that in other ways as well, and more efficient? Sure. But a huge part of the players aren't people that fully optimize everything and just like to try stuff. So having options is good! I'm hopefull these will get a balancing pass soon to make us optimizers reconsider them more too ;) @@Dumbrarere
The slow down capsule is very expensive. 3 Hydrogen is too much even late game. The upgraded capsule is 2 capsule, so 6 H each, when all the hydrogen goes to deuterium, its quite a task to use them for slow down capsules. Also I don't see the need for it, unless you play on hard. Because I easily fight level 24 darkfog, zero effort.
I'm a little confused why they didn't just improve the piler rather than implement the pile sorter. When you used the in-line pile sorter, that just seems like they could have changed the way the piler functions to do that. I can see where it helps with emptying out the bases to manage dark fog debris... but why not just maintain the mk3?
We still have the MK3, and honestly in 95% of the use cases that works just fine. I get what you're saying though, but I think from a development perspective this is easier to implement. Making a significant change to the automatic piler would destroy some people's factories
Hello! I recently got to a planet and back, any tips on how to get yellow science, super easily? (no interstellar, because it needs yellow science for that) I'm also trying to get 30 Meta-EM (blue science metadata), any tips for that as well? Edit 1: Also, I really need the interstellar towers, this is why I'm wanting yellow science!
Bring some Titanium with you to your home planet (as much as you can carry). You have everything else you need for yellow science on your starting planet. Use that first titanium to research the logistic stations, and build at least 2 of them + 1 vessel. Use those to automate the transport of titanium (and anything else you want, like silicon) and you're done!
Yep, but should i use miners + storage boxes so i can easily get titanium? (im doing this on my lava world, i have 3 geothermal stations to power stuff)@@TheDutchActuary
@@TheDutchActuary I am also getting started on my Dyson swarm, it was relatively easy with distributors, and I have 2 planetary towers, I'm using those to transport solar sails to my 4 EM-Rail Ejectors, but I'm thinking of adding more, since I produce more solar sails than i can consume, which is good, showing I can actually expand.
@@gabrieljudd3200 for me personally the Dyson swarm was pretty underwhelming, so I decided to find a magma planet, that had increased solar generation, then covered the entire planet with solar, which was around 7GW, then I used accumulators up until I had the second best fuel source in the game. For me personally, solar energy is the best in the early-mid game by far, later in the game not so much though
am I missing something with the pile sorters? sorter transfer speed was never a bottleneck in my builds and I can't think of a reason to transfer piles from one belt to another when you can just use a splitter. maybe they're planning on adding some infinite upgrades for machine crafting speed?
It's not really about the transfer speed - it's about the stacking! This makes it MUCH easier to make giant processing facilities. Nothing you couldn't do before of course - but the automatic piler was just a pain to use.
Once a pile sorter is fully upgraded it doesn't just move stacks it creates them, it can take items out of a storage at 120 items a second vs a splitters 30 per second, it will also do it at a distance of 1, 2 or 3 as it swaps from trips per second to items per second when fully upgraded and becomes unaffected by distance.
Dark Fog assemblers/smelters. The DF assembler makes 6 circuit boards/magnetic coils. 5 of them fills a Mk III belt, then automatic pilers need to be incorporated. Similar for 10x smelters on a 1-sec smelting recipe. The piling sorters automatically stack everything for you as they come out of the building. Even adding to existing stacks on the belt. The 3-high stacks take less than 1 hour to research so long as you’re producing 2 blue/red/yellow science per second. The final 4-high stacks take less than 20 minutes so long as you’re producing 2 green science a second as well. Unless and until the devs buff the automatic pilers substantially - don’t even add to the mall.
interesting you had same comments on new weapons and suppression tech as another content creator. The ideas are good, maybe they will do a rebalance pass in the future to make them more viable
It's interesting to note how Factorio and DSP are doing similar things. I'm actually curious if DSP lifted the stacking idea from a Factorio FFF talking about their stacking upgrade coming soon, released just a few weeks ago. I'm all for competition, all of us customers benefit, which is rare in the current corp overlord Todd like Bethesda broken game releases that gave me the idea of never again buying a AAA game... never looked back, but laughed a lot at ppl spending money on a AAA game and complaining that one is broken too, or is shite ESG/DIE browbeating once more. Are you an Actuary? In the US there are multiple levels of exams for Actuary certs. Supposibly the CPA exam I passed the first time years ago is equivalent to at least level 3 (maybe 4 of the 10 levels of exams for Actuary certification)
Stacking was already in the game, just wasn't ideal how it was implemented earlier. This new sorter makes things a LOT easier. And yup, fully certified actuary here in the Netherlands ;)
@@TheDutchActuary I've come back to DSP from over 2 years ago or so, and for the first time played Factorio about two months ago... so I'm getting up to speed. I just saw a correlation (which doesn't imply causation... uh oh, but I was curious). I was just wondering if the devs were cross seeding like my wife that created the need to verify paternity, which cost me $600 (early 2000s, so who knows how much now) for the same DNA testing company as the show "Maury" used when he did, "Are you the father." Nothings perfect, but I know with a court admissible 99.95% the boy is mine. A p-value of 0.05 isn't something my grad school Stats professor would accept for his research studies he designed and did the analysis for, but (he used a p-value of 0.001 which is no where near the 6 Signa rule in industry or physics...) the average pleb has access to few tools... Thanks for the short period of time I could think about my education and skills I was never allowed to use because of ESG/DIE came for me a long time ago, way sooner than everyone else... I became a FDNY Haz-Tac Paramedic, because I tried to teach in NYC BOE high schools, but I discovered rather late, (I didn't think it was possible, so I started to test my assumptions) the kids in HS couldn't read, so there was no point trying to teach them Mathematics. So I stalked death and disability for a decade. Stay safe and enjoy what you can for as long as you can... * Pls note, everything I said was satire, but at the same time completely true. It's a hard thing to convey in text only...
I"m not entirely sold on the SR Plasma turret either, but the Jammer seems to work quite well if you use them like intended - chained so they go off 1 by 1 they turn a wave of dark fog into sitting ducks (especially once you upgrade them)
@@TheDutchActuary Yeah Jammers are really good at wasting resources.. Honestly the ammo cost is beyond ridiculous and the range is pointless, by the time begins to function on a target the target is 0.5 of a sec from death... If the jammer was always running had %150 more range and half the ammo cost then maybe it would be worth the space.
I don't think I understand this game anymore. It's gotten so complicated to have a stable set of blueprints, and now all the different turrets and stuff there's no space for factories! It's not going to get any simpler again, is it....
This game is straight up copying Factorio. I don't mind a lot because it's a good game but it wouldn't hurt if they were a bit more creative in terms of game mechanics...
Do you think that Factorio invented the factory? They all copy each other and copy from earlier games. Railroad Tycoon, from 1990, used trains instead of belts. There are assembly line games and toys going back 70 years, based on assembly line actual factories. Steam engine factories, animal labor mechanics, water, and other power... The navy of ancient Venice built and decked out ships on a river assembly line about 1,000 years ago. Making more things faster has been a human occupation for centuries, long before DSP or Factorio.
Why dont you loot the dark fog loot and build off of that? I loot everything for green missiles off of the dark fog(among other stuff) and also dark matter, they just keep feeding the war effort
You mean in terms of ammunition? You don't get enough drops from the dark fog to recoup all your ammo. However, the loot you get from them is definitely extremely useful to build turrets, signal towers, and pretty much whatever else you might need in terms of things that are not consumables.
@@TheDutchActuary not ALL your ammo but a decent part, and dark matter is all you need to run rows and rows of laser turrets too. Its pretty effective on normal difficulty. What a game man. Feeds my factory builder autism and base defense combat
100% the best part of the update is the upgraded inventory, finally I can probably fit everything I want in my logistics tab
No more "Do I bring this one building that I sometimes-but-not-often need?" - Bring it all!!!
@@TheDutchActuary exactly 💯
fr before the update I always thought itd be nice to have just a little bit of extra inventory and logistics as I always needed just SLIGHTLY more space for everything I needed and it was annoying but now they solved that and I have some extra space to spare which is very nice
@@TheDutchActuary exactly
One thing to note about the pile sorter is once it's fully upgraded it changes from 10 trips per second to 120 items per second, which may not seem all that different, but it's a fixed 120 items per second and cannot be reduced, meaning it is unaffected by distance and doesn't matter if it's 1 grid away from the belt or 3 it will still fill the belt with quad stacks with no gaps.
Jeez
More update videos like this please! No one talks about the changes enough
Will do! This would have been out two days ago if I had actually seen it sooner lol.
Really love this QOL they added. Inventory size, allowing spaceships to toggle auto relay stations, and the new type of sorter. Completely changed how I build.
Toggling spaceships to auto target relay stations was a thing before this update. Just make sure to disable that if you are traveling to a planet you farm dark fog on! 😂
@@theonlycolby was it really? I never saw it before ;-; could've saved soo much time
@@InnaciKorushka yup, I started playing the game last month and didn't know either until I saw it used in a video. I've messed up multiple times going to a planet I farm dark fog on and killed the relay stations by accident, then either have to load a previous save or wait for the stations to return.
The broken blueprints, however, are not so wonderful.... It ended up being less dramatic than I feared, but I did have to check every single blueprint one by one, which was really quite tedious. So far it seems only blueprints with the new buildings in, fail to copy above a certain size. For planetary prints especially, this almost broke me. The problem is it doesn't just not place what doesn't fit, the whole PRINT fails to place, which in planetary prints... enfin, nuff said. I still mourn the loss of the mission launch music more than anything, however. I really really loved that, and now watch old recordings of people starting a new seed, just for the music.
Thank you as always! Great video, great game, great community, great devs.
i already had this update! i didnt think it was super important, BUT WOAH, 4 STACKS IN 1!
Wow, this is a really huge update. Thanks for the video!
Nice updates that I didn't know , glad to see you are still playing this game 😊
Have yet to pick this back up after the combat update. That new sorter/stacker will drastically change setup operations for those who love to min/max.
Some great additions!
Nice additions! It would be nice to get a stacker/splitter combo building too.
Thank you very helpful and such a great game already.
Hat is off to the developer for all their hard work
Great coverage
I saw it updated last night and was like oh cool a bug fix but no it was a whole new thing
Battlefield analysis should receive planetary drones. With so many types of resources being collected, its very annoying to deal with that by conveyor belts.
I wouldn't be surprised to see a late game version of the base popping up later on, similar to the advanced miners.
You can put storage with logistic distributor on top of it, would it help?
It helps, but the problem is you can only export 1 type of item that way@@IsmeGenius
@@IsmeGenius No really, since they don't communicate with logistics stations (planetary or interplanetary). The only way to transfer materials to those is using belts.
I'd really like to have clever material usage like in satisfactory (60/min etc.) so i can better plan my factory
if they added utility to the pile sorters beyond stacking they would stay in. they should do that
Im excited for the antimatter capsules which you didn't mention. Those things have a 20m aoe range which coupled with their dmg is insane 😅.
The Nuclear Option! :D Honestly I think these things are complete overkill (as are most upgraded ammo types) but hey - you're right, they are fun!
Yeah tbh tower wise I probably won't be using those plasma ones just because the towers before it are already excellent, but the disruptor ones seem interesting, just not sure if it's powerful enough to warrant using
Literally have not found a single situation where missiles weren't the magic bullet solution. Nothing against the other options, mind you.
The sensor tower is just SO overpowered, that doing anything other than missiles just feels silly, you know?
@@InservioLetum I'm actually at a point in my 3000% metadata run where using missiles would be silly and time consuming.
It's faster for me to nuke the relays, and then jump into the base, fire 5-8 antimatter capsules and let my drones cleanup than to build all that infrastructure and signal tower creep onto bases.
I def agree that the signal towers boost to missile range is very powerful!
@@12463trf Ahhhh you're more of a hands-on guy. I prefer to focus on building, so I automate defenses and just go do something I do enjoy :o)
I visualize a new fractionator design.
* An endless belt feedback loop in/out of the fractionator.
* A piling sorter filling-and-stacking from an adjacent hydrogen feeder belt.
* Several piling sorters feedback-stacking the deuterium as high as possible.
This should allow much cleaner (perhaps wider/longer?) fractionator builds.
I've doing that already for a while with automatic pilers, I get enormous quantities of deuterium, and it allows me to be build much larger (and longer) deuterium fractionator setups.
You can easily get 10GW or more for use in early game.
I've always used loops myself - it's been the automatic piler gets in the way of wider builds, though.
Not an issue now, I managed to get 6 fractionator lines into the sub-tropical zone. Something like 70 deut a second so good times. 😁
Good advice. Seems you are quicker to pick up on how to use this than some of the other youtubers. Still annoyed that the Mk3 sorter was nerfed so much. The new towers don't seem to have any value.
Don't sleep on the jamming tower, it makes all your OTHER towers much better (will be releasing a video where I use it later today).
The plasma tower (along with the one we already had) is just overkill, but that's still fun for those that want to see the fog burn :D
@@TheDutchActuary I have to disagree on both. The signal jammer just isn't worth the resource or science investment (it goes through way too much ammo for way too little effect overall, and the only way to get the most out of them is to just spam them, which can drain your resources very quickly against high level DF waves). The new plasma tower has less alpha and DPM than the laser turret, with their party trick being the knockback and splash damage. All this does is make it a worse Implosion Cannon.
A lot of core content creators in the DSP community have said that these two things are pretty much irrelevant in their current state, and I have sent an idea that sees these two replaced with objectively more functional buildings for the eventual major update adding space stations to the game.
I think the Jammer comments are coming from people that (like me in my recent videos) put them in continuous farming spots) At that point, they need a huge amount of materials to do their job 24/7. They make little sense there.
However, I think the intent behind this was aimed at lower difficulties / situations where you just get waves periodically. At that point, the waves comes in, gets stunned, gets shredded, and the Jammer will stop firing after probably just 2 shots or so. With a wave perma-stunned you need only a fraction of the defensive line that you would otherwise need.
Can you do that in other ways as well, and more efficient? Sure. But a huge part of the players aren't people that fully optimize everything and just like to try stuff. So having options is good! I'm hopefull these will get a balancing pass soon to make us optimizers reconsider them more too ;)
@@Dumbrarere
The slow down capsule is very expensive. 3 Hydrogen is too much even late game. The upgraded capsule is 2 capsule, so 6 H each, when all the hydrogen goes to deuterium, its quite a task to use them for slow down capsules. Also I don't see the need for it, unless you play on hard. Because I easily fight level 24 darkfog, zero effort.
I'm a little confused why they didn't just improve the piler rather than implement the pile sorter. When you used the in-line pile sorter, that just seems like they could have changed the way the piler functions to do that. I can see where it helps with emptying out the bases to manage dark fog debris... but why not just maintain the mk3?
We still have the MK3, and honestly in 95% of the use cases that works just fine. I get what you're saying though, but I think from a development perspective this is easier to implement. Making a significant change to the automatic piler would destroy some people's factories
This really-really helpfull since i play at maximum dark fog so slow sorter always problem for me😃
Hello! I recently got to a planet and back, any tips on how to get yellow science, super easily? (no interstellar, because it needs yellow science for that) I'm also trying to get 30 Meta-EM (blue science metadata), any tips for that as well?
Edit 1: Also, I really need the interstellar towers, this is why I'm wanting yellow science!
Bring some Titanium with you to your home planet (as much as you can carry). You have everything else you need for yellow science on your starting planet.
Use that first titanium to research the logistic stations, and build at least 2 of them + 1 vessel. Use those to automate the transport of titanium (and anything else you want, like silicon) and you're done!
Yep, but should i use miners + storage boxes so i can easily get titanium? (im doing this on my lava world, i have 3 geothermal stations to power stuff)@@TheDutchActuary
@@TheDutchActuary I also got my 30 Meta-EM so i dont need tips for that anymore, Thanks anyways!
@@TheDutchActuary I am also getting started on my Dyson swarm, it was relatively easy with distributors, and I have 2 planetary towers, I'm using those to transport solar sails to my 4 EM-Rail Ejectors, but I'm thinking of adding more, since I produce more solar sails than i can consume, which is good, showing I can actually expand.
@@gabrieljudd3200 for me personally the Dyson swarm was pretty underwhelming, so I decided to find a magma planet, that had increased solar generation, then covered the entire planet with solar, which was around 7GW, then I used accumulators up until I had the second best fuel source in the game. For me personally, solar energy is the best in the early-mid game by far, later in the game not so much though
am I missing something with the pile sorters? sorter transfer speed was never a bottleneck in my builds and I can't think of a reason to transfer piles from one belt to another when you can just use a splitter. maybe they're planning on adding some infinite upgrades for machine crafting speed?
It's not really about the transfer speed - it's about the stacking! This makes it MUCH easier to make giant processing facilities.
Nothing you couldn't do before of course - but the automatic piler was just a pain to use.
@@TheDutchActuary Ohhh yeah didn't think about that. Not having to worry about stacking the outputs is super nice.
they're more compact than pilers and should allow some of my compact prints to fit on the tighter bands away from the equator
Once a pile sorter is fully upgraded it doesn't just move stacks it creates them, it can take items out of a storage at 120 items a second vs a splitters 30 per second, it will also do it at a distance of 1, 2 or 3 as it swaps from trips per second to items per second when fully upgraded and becomes unaffected by distance.
Dark Fog assemblers/smelters.
The DF assembler makes 6 circuit boards/magnetic coils. 5 of them fills a Mk III belt, then automatic pilers need to be incorporated.
Similar for 10x smelters on a 1-sec smelting recipe.
The piling sorters automatically stack everything for you as they come out of the building. Even adding to existing stacks on the belt.
The 3-high stacks take less than 1 hour to research so long as you’re producing 2 blue/red/yellow science per second. The final 4-high stacks take less than 20 minutes so long as you’re producing 2 green science a second as well.
Unless and until the devs buff the automatic pilers substantially - don’t even add to the mall.
What kind of fuel are you using? Never seen that yellow rods before.
Its an endgame fuel from the dark fog
interesting you had same comments on new weapons and suppression tech as another content creator. The ideas are good, maybe they will do a rebalance pass in the future to make them more viable
Still cant build our own relay stations to store space ships for planetary defense... sad.
Don't worry, there's more updates to come!
It's interesting to note how Factorio and DSP are doing similar things. I'm actually curious if DSP lifted the stacking idea from a Factorio FFF talking about their stacking upgrade coming soon, released just a few weeks ago.
I'm all for competition, all of us customers benefit, which is rare in the current corp overlord Todd like Bethesda broken game releases that gave me the idea of never again buying a AAA game... never looked back, but laughed a lot at ppl spending money on a AAA game and complaining that one is broken too, or is shite ESG/DIE browbeating once more.
Are you an Actuary? In the US there are multiple levels of exams for Actuary certs. Supposibly the CPA exam I passed the first time years ago is equivalent to at least level 3 (maybe 4 of the 10 levels of exams for Actuary certification)
Stacking was already in the game, just wasn't ideal how it was implemented earlier. This new sorter makes things a LOT easier.
And yup, fully certified actuary here in the Netherlands ;)
@@TheDutchActuary I've come back to DSP from over 2 years ago or so, and for the first time played Factorio about two months ago... so I'm getting up to speed. I just saw a correlation (which doesn't imply causation... uh oh, but I was curious).
I was just wondering if the devs were cross seeding like my wife that created the need to verify paternity, which cost me $600 (early 2000s, so who knows how much now) for the same DNA testing company as the show "Maury" used when he did, "Are you the father." Nothings perfect, but I know with a court admissible 99.95% the boy is mine.
A p-value of 0.05 isn't something my grad school Stats professor would accept for his research studies he designed and did the analysis for, but (he used a p-value of 0.001 which is no where near the 6 Signa rule in industry or physics...) the average pleb has access to few tools...
Thanks for the short period of time I could think about my education and skills I was never allowed to use because of ESG/DIE came for me a long time ago, way sooner than everyone else...
I became a FDNY Haz-Tac Paramedic, because I tried to teach in NYC BOE high schools, but I discovered rather late, (I didn't think it was possible, so I started to test my assumptions) the kids in HS couldn't read, so there was no point trying to teach them Mathematics.
So I stalked death and disability for a decade.
Stay safe and enjoy what you can for as long as you can...
* Pls note, everything I said was satire, but at the same time completely true. It's a hard thing to convey in text only...
Hahaha I did get the satire, although you had me wondering there for a moment :D@@jeffreyspinner9720
Please TDA, a new play through :D
Yessir!
I've done a lot of testing on the new weapon systems, the two new weapons are VERY bad
I"m not entirely sold on the SR Plasma turret either, but the Jammer seems to work quite well if you use them like intended - chained so they go off 1 by 1 they turn a wave of dark fog into sitting ducks (especially once you upgrade them)
@@TheDutchActuary Yeah Jammers are really good at wasting resources.. Honestly the ammo cost is beyond ridiculous and the range is pointless, by the time begins to function on a target the target is 0.5 of a sec from death... If the jammer was always running had %150 more range and half the ammo cost then maybe it would be worth the space.
I don't think I understand this game anymore. It's gotten so complicated to have a stable set of blueprints, and now all the different turrets and stuff there's no space for factories! It's not going to get any simpler again, is it....
This game is straight up copying Factorio. I don't mind a lot because it's a good game but it wouldn't hurt if they were a bit more creative in terms of game mechanics...
Which part? The stacking mechanic has been in the game for ages (if that is what you are referring to)
I think it's the opposite dude. Factorio is implementing this mechanic AFTER DSP did
Do you think that Factorio invented the factory?
They all copy each other and copy from earlier games. Railroad Tycoon, from 1990, used trains instead of belts. There are assembly line games and toys going back 70 years, based on assembly line actual factories. Steam engine factories, animal labor mechanics, water, and other power... The navy of ancient Venice built and decked out ships on a river assembly line about 1,000 years ago.
Making more things faster has been a human occupation for centuries, long before DSP or Factorio.
Yeah I mean there is only so many different ways to do an assembly type of game
Why dont you loot the dark fog loot and build off of that? I loot everything for green missiles off of the dark fog(among other stuff) and also dark matter, they just keep feeding the war effort
You mean in terms of ammunition? You don't get enough drops from the dark fog to recoup all your ammo. However, the loot you get from them is definitely extremely useful to build turrets, signal towers, and pretty much whatever else you might need in terms of things that are not consumables.
@@TheDutchActuary not ALL your ammo but a decent part, and dark matter is all you need to run rows and rows of laser turrets too. Its pretty effective on normal difficulty. What a game man. Feeds my factory builder autism and base defense combat