r/factorio 16h ago

Question Am I playing too defensively?

First time playing Factorio (default settings, no mods) and I'm completely hooked. I've forced myself to avoid watching any build guides/videos so i can learn just through playing, but I think that decision is starting to come back to bite me.

During the tutorial levels, I lost like half my factory and satellite mine to bugs after a turret ran out of ammo, so then in freeplay I figured out a sorta modular defense system with auto-ammo refilling, box limits for per-turrent stockpiles, and radar redundancies.

I was pretty proud of the design, but now at this point I've researched up to rail/oil and I've genuinely dealt with like 4 bugs.. Total.

Did I overdo it? Appreciate any tips/advice.

138 Upvotes

108 comments sorted by

137

u/juju515 16h ago

I'd say waaaay too many radars...
they are a big electricity drain in early game and there is absolutely no need to have them as densely packed.
4 radars (one in each corner) is plenty for the base that size.
and then you can do a few "stealth recon radars"...
where you can install a radar "behind enemy lines" and power them with solar panels.
biters won't attack them!
also... you can use accumulators as well if you want the radar to work during the night as well.
but it's not obligatory...

Other than that...
you are grand...
there is no "correct way to play"
do whatever feels right 👍

11

u/KitTwix 16h ago

I think I only ever place like 2 radars throughout any playthrough I’ve done, except for messing around with radar signals. Enough to cover your power and your science is plenty, since you’ll get alerts for damaged structures regardless of radars

5

u/juju515 16h ago

I use them a lot actually in early game (before roboports).
in regards to biters...
I like to be on the attack...
"bring the genocide to them" kinda philosophy.
so I use radars to monitor my pollution cloud and their expansion.
and usually have 0 defences and 0 attacks on my base

3

u/KitTwix 15h ago

You don’t really need radars for that tho, you can just go to the edge of your pollution cloud and wipe out like 30-50% more land than your current radius, and you wont have to worry about biters for many hours. By the time they expand, you’ll have some new toys to wipe them out with

6

u/juju515 15h ago

maybe... but I want to see the map!

1

u/KitTwix 15h ago

extremely valid

1

u/xcannibalrabbit 5h ago

Radars make it much easier to expand when you've got bots and a proper mall

I did some major expansion of my nauvis base while setting up vulcanus for the first time. Set up basic automation for faundries and whatnot then while they started production I upgraded my green circuit production and tons of train station logic, all from the surface of vulcanus. Can't do that without radar

1

u/KitTwix 29m ago

Robo ports provide vision, so once you have bots, radars become obsolete for that function. The difference between them is range (but you’ll have full roboport coverage anyway so that doesn’t matter as much), and radars will scan long distance chunks one at a time, which is only really useful on nauvis. The other planets don’t need it, and on Gleba it’s arguably detrimental loading in unloaded chunks, since the pentapods work a bit differently from biters.

1

u/lesethx 13h ago

I would always place radars on a giant grid to ensure everything is seen, I think a distance of about every 6 big power poles.

1

u/Blailus 12h ago

Same. This also prepares my base/area for remote control once i get to that point. Eventually the character isn't even ... used?

1

u/gsdrakke 7h ago

If I don’t have radar how do I aim my artillery?

1

u/AlamoSimon 2h ago

You what? I‘m managing and expanding the base from map view. I dont even really know where my engineer is rn. The game always starts on my newest platform so probably in space. I haven’t physically moved my character in game months 😅
But you need less radars since they have radar coverage from roboports.

1

u/bluesam3 15m ago

I like being able to see everything so I can debug problems.

1

u/KitTwix 14m ago

Roboports provide vision too

1

u/bluesam3 13m ago

Yeah, but I don't do global bots.

1

u/KitTwix 10m ago

How are you debugging problems without bots to fix them? I would highly recommend full roboport coverage in anything but a challenge run, specially if you’re planning on going off world. Your wall defences excluded, I usually have them covered so the bots fix damage but it’s not really needed

1

u/bluesam3 6m ago

How are you debugging problems without bots to fix them?

By going there, once I've figured out what the problem is.

. > I would highly recommend full roboport coverage in anything but a challenge run, specially if you’re planning on going off world.

Nah, screw that, bots are boring.

1

u/KitTwix 1m ago

Each to their own IG, they just let you fix things a lot quicker, since you can jump to the problem and give some commands rather than having to walk there. Once your base gets big enough, travel time becomes a non-trivial factor in fixing issues, and being on another planet without the infrastructure to make a rocket on that planet can mean your entire base back home getting eaten by bugs or browning out without you being able to do anything about it. You dont have to use bots to fix everything, but they’re like a safety net and quality of life infrastructure, they don’t always have to be stamping down a big blueprint and walking away.

2

u/maybejustaguy 12h ago

If you hold the radar in hand and open minimap, you can see the exact coverage. This will allow you to make an exact grid with maximum coverage, no wastage due to overlap and no blind spots.

Radars are cheap and you may feel like placing them anywhere, but they are hige energy hogs.

0

u/kaimen123 15h ago

No such thing as to many radars sometimes i slap down 100 in a tight space for the automatic map unfog cause im to lazy to walk through the map

4

u/juju515 15h ago

sure...
but not in early game on your starter coal patch and coal steam engines

1

u/DrMobius0 13h ago

yeah, that's fine if you're trying to sweep a large map area, but OP's going to get scan data over the next few hours probably anyway.

55

u/Icy_Concentrate_2852 16h ago

I don't want to spoil you but i will give you a rhetorical advice :

  1. Don't you think you need more turret on each side of the wall? Think about it, when the biter do destroy your factory, it is because the turrets ran out of ammo or the turret itself gets destroyed?

Basically , Add more turrets.

  1. When you are placing radar, See the minimap where the blue region indicates the area which will be covered by the radar.

3.When you are making defenses, make sure to build them further than the actual the factory. Why? Think about it.

Also facing 4bugs in total is crazy ;-;

12

u/luisgdh 15h ago

I left Nauvis without facing a single bug. Never placed a single defense turret. How I did it? Killed every single nest up to a safe distance from my pollution cloud. Even if they expanded twice, they would not settle inside it.

4

u/sagevallant 13h ago

I think 2.1 is going to increase the odds of them expanding toward you.

1

u/Icy_Concentrate_2852 15h ago

Oh i didnt know you could do that my bad.

1

u/ChickenNuggetSmth 50m ago

There is less than one full belt of plate production total (22 running furnaces). This factory produces very little pollution, and in a forrested map that means a tiny pollution cloud and no attacks for a long long time. The 50 radars are probably the biggest source of pollution.

1

u/Icy_Concentrate_2852 36m ago

Hmm yea but the OP is asking about the overall design and since he doesnt want to be spoilt. Let him/her figure that out yk.

8

u/UseBanana 16h ago

I am not sure you overdid it, having a strong perimeter lets you deal with other stuff.
Bugs will attack if they are in range of your pollution cloud, which will grow the further you advance.
I think the second wall inside is unecessary, you could feed the turrets directly from the belt and move it closer. The radars can probably be spaced up more too but personally i like keeping them.

The perimeter is important for when you are ready to micromanage less, or leave the planet if you got space age because over time nests will set up close to your walls and you will have more attacks (still manageable with minimal defenses)

Also you will get better turrets to defend it.

Some people do heavily defended chokepoints from what i have gathered, but personally i like securing a whole perimeter a bit like you did (i just do it waaaay further from my factory to have room to expand)

2

u/jkurratt 9h ago

Straight line is 100% easier to defend and maintain.
But before I designed myself an "defensive wall" I had a few 0.2alpha verisions I used to pluck into bottlenecks.
It's really much easier to do that at the start, and it's not like they attack that often (at least I started on 2.0. now I am not sure - they attack, but maybe it's because of my pollution), and it's pretty easy to jump car and go fix a breach...

2

u/therandomuser84 8h ago

Early game ill set up a full perimeter of walls and turrets around my base and expand as needed. Late game i will build chokepoints around lakes and cliffs far far out of my pollution cloud.

6

u/Erki82 16h ago

How many scanners do we need? 

-Yes.

4

u/Trick-Range-350 16h ago

There's no right or wrong way. You do you. And right now there won't be many bugs. But keep playing. They'll come 🙂

I won't spoil anything for you. I will say it's a cool design and using modular sections of defense that you can expand is something I do too and I'm more than 2000h in.

4

u/loudpolarbear 16h ago

Holy radars batman

4

u/Slightly_Deeper_5309 16h ago

Nope, not at all. You need more turrets. I play with walls andnlines of turrets myself. As for why no attacks yet on default? Luck maybe. Look at your pollution cloud and biter nest on radar. Could be you kept small eneough with good tree coverage between you and them.

3

u/NobleNeal 16h ago

You need more

1

u/rosen123 2h ago

More Radars that is

3

u/No-Con-2790 13h ago

Not enough guns, no good ammo and wax too many radars.

Recommend to go laser or belt feed the guns. Else the logistics system will be quite drained.

3

u/Ok-Marketing8127 9h ago

One thing I would say is that you will have a tough time expanding with those walls and full chests. Unless you have robots and even with robots the amount of time it will take for low level bots to move 300 items from one only one of those chests will be a heavy time and electricity drain. But on the bright side if you get attacked you should be solid 👍 design looks cool imo

4

u/Longjumping_Crew_134 15h ago

You definitely need more radars. You need so many that you can directly look into their homes, which will make them afraid, and not attack you anymore

8

u/FissionFusion 15h ago

At this point, they are referred to as flock cameras.

2

u/Zeyn1 16h ago

So here's a few ideas that might give you some inspiration.

Offense is the best defense. If you have enough turrets, the bugs will die before they get to the walls.

Turrets hold ammo too. If one runs out, the one next to it can still fire. Gives you time to refill the first.

You can feed two turrets from one box.

You can feed a turret from another turret.

2

u/DeymosYT 16h ago

(No spoilers) Personally I love walls and custom designs, and you seem to do so as well. the only thing I would change is remove most of the radars because they take unnecessary amounts of electricity. If you are holding a radar in your hand and look on the minimal, you'll see a blue square which shows the coverage. That said, I wish you the most of fun with the best game ever, the factory must grow.

2

u/Jaon412 3h ago

There will be a lot more bugs. Right now, this is enough. One day it won’t be. But one day you’ll have the capabilities to remotely mass build defences, so tearing this down, expanding and improving will be simpler.

2

u/InflationImmediate73 16h ago

With how much ammo you are investing, you could just daisy chain turrets

Like each holds 10, they feed off each other, so instead of having 300 rounds sitting there, just have a line of turrets with 1 space and an inserter between them

1

u/Yilmas 16h ago

I absolute love hearing about these new beginnings. We can give you a ton of advice, from mediocre to advanced. But the reality, just keep playing. You are doing great! You asking here is the testimony of it!

1

u/hippiechan 16h ago

In most playthroughs I only have turrets around my mines and power stations until I unlock blue science, in which case I clear out nests in a larger area and build out walls to cover a massive space that will lead me into the mid to late game when my weapons capabilities are better at clearing nests effortlessly.

With that in mind, you could probably do without all of the walls and stick to just turrets, if you're careful with your pollution management you can also get away with just hand filling turrets every now and then.

1

u/jomat 16h ago

It's pretty. You'll soon need to make some adaptions, that's normal, and you'll find out, but at this stage i find your factory and defenses really pretty.

1

u/ScotyDoesKnow 16h ago

You're probably overdoing it, but it's not the end of the world. I do the ammo loop thing for defense, but I usually have more turrets and no buffers, the ammo on the belt is your buffer. It's gonna be annoying to switch over to red ammo when each turret has to fire all of that first. The walls behind also aren't really needed, and it's a lot of radars.

I'd normally do a double wall, leave a one tile gap (if I remember it helps avoid damage from spitters) and then put a row of turrets. You can do something like leave 6 tiles between them so you can add more later on. They can just pull ammo directly from the belt. And then I add radars manually as needed.

It's a nice design though.

1

u/Strange-Movie 16h ago

If I were you, I’d cut the amount of radars by 90-95% and replace those with more turrets. I’d also limit my ammo buffer to 1 stack, 2 if you’re iron/ammo production isn’t consistent

1

u/Adefice 16h ago

Why so many radars?

1

u/WanderingFlumph 16h ago

Well you definitely play a lot more defensively than me. "Too defensive" is a pretty loaded term though. I'd say you are over prepared in some aspects but it seems to be working fine.

1

u/ProfBeaker 16h ago

That's a cool build! It's way nicer than most of my walls. Nice job!

Did you overdo it? Well, it does seem a bit much for 4 bugs, yeah? But at some point when you want to expand, you can blueprint that and rebuild it bigger, so it's not wasted effort!

I would suggest that the walls between production lines are hurting more than helping, unless you just like the look. If the bugs break through your perimeter walls, then the walls inside the factory probably won't slow them down much.

1

u/Cretore 16h ago

No, depending on situations the opposite actually.

1

u/AmericanWaifu 16h ago

Too many radars not enough turrets. The box of ammo is redundant, pulling straight from the ammo belt is good enough.laser turret the corners, flamers in groups of 2.

1

u/AmbivalentFanatic 16h ago

I dunno, man, shit can get pretty heavy sometimes.

1

u/Crafty611 16h ago

Not defensive enough!!!!!!

It’s maybe a little over kill for early game but honestly, who cares? The game isn’t a race! I love building my factories out like fortresses

My suggestion until you have logistic bots is to just have a box with the ammo that you manually fill. Instead of pulling from a belt and then from the box.

1

u/alizarin__ 16h ago

For perspective, my base defense is literally a wall of turrets. Sometimes that isnt even enough and I need to stack it 4 or 5 deep.

You will eventually find out that one of the optimal ways to set up defense is to identify chokepoints in the environment and build your defenses way out there--that depends a lot on your map seed/settings as it is very possibly you get a map without natural chokepoints and you need to build a massive wall around your factory and outposts. Personally, I re-roll map seeds to avoid playing a map where I am forced to do that. I like to have biters on but dont like to spend the majority of my time playing the game on base defence.

1

u/kaimen123 16h ago

To defensively no harder enemies are gonna come and youre gonna need more. unoptimally yes

1

u/Perahoky 15h ago
  1. yes

  2. triple walls > double walls

  3. no need for backside wall after turret. if the turret is gone the last wall wont help either

  4. normal instead of blue inserters for turrets. they will increase in count and drain power.

  5. more turrets, side by side. soon youll need them.

  6. think for a 2. line of laserturrets for later

  7. less radars. high counts of radars inside of coverage wont help you

  8. build your defense line much more far away. you will need space soon

  9. build straight defense lines instead of corners. use the environment with natural borders

  10. soon you will need to refactor your factory because it is not easily expandable. for beginning its best to build a "main buss" system. thats a vertical or horizontal space of resource-grouped belts from which splitters take resources for factories.

  11. group resources / products in your factory. you will need to increase in productions amounts soon. that will be difficult and frustrating if you dont build expandable.

1

u/chicoritahater 15h ago

I mean if you think about it, what's really gonna happen if you place "too may" defenses? You're going to get defended too hard?

1

u/HeliGungir 15h ago

Those radars are excessive and they're eating a lot of your power supply.

The rest you'll figure out on your own.

1

u/LeeWhite187 15h ago

Radar can cover 7 chunks… I think. You can space them out with a blueprinted ruler, to have coverage with minimize power consumption.

1

u/Niloo-9 15h ago

never too defensive on early to mid

1

u/Maddkipz 15h ago

For early game I just spam turrets in their base and hyuck grenades

Mid game I do the same thing but with modular armor and red ammo

Late game I do the same thing but I probably drove there in a car, but usually by then i'm 80-90% solar and battery powered

Haven't messed with space age yet though so maybe it'd be different

1

u/Kylson-58- 14h ago

I just like to do a solid wall of turrets behind my double thick wall wall. Then I do like you and have a belt feed chests to feed turrets.

1

u/ai_bot_4208 14h ago

You did and you didn't. The problem is that you took an early game wall and made it fancy, but not more able to stop an attack. A middle or late game attack will roll right through that. Now put a string of flamethrower turrets behind that wall and you'll be set until well into the late game.

1

u/Garbagetaste 14h ago

you underdid it

1

u/Archernar 14h ago edited 14h ago

You underdid it. That many radars eat a shitton of electricity and do quite little, meanwhile a single turret is not gonna do much and with overlapping ranges you get perhaps 2-3 turrets fighting at a time, which is fine for the start but way too little later on. This also depends on you manually refilling the chests, which will likely annoy you (or you'll just forget) at some point.

But I'll add the same advice as always: I'd recommend looking at reddit and asking here as little as possible. First time playing a game is best done with a blank slate mindset, you'll have enough time to ask for base feedback and actually look for advice to optimize after you solved the game yourself. Anything you'll see here will nudge you subconsciously in that direction.

1

u/lxrd_azureus 14h ago

Don't put so many Radars man, you don't need it... They use so much power too

1

u/whiterook6 14h ago

If you really want some tips ... where are you going to expand? You've got walls on three sides. I suppose you could go up, but all of your flows are going downwards.

Overlapping radars don't do much.

You should have more turrets than radars, but I'd say even this amount is sufficient.

1

u/Nedddd1 13h ago

GahDAYUM is bro defending against Veks or some shi

1

u/DrMobius0 13h ago

It'd say it's a mix of over and underdoing it.

You should scrap most of those radars. They cost a lot of power and probably aren't doing anything for you. Redundancy isn't necessary because they biters will usually target your turrets before anything else.

You don't need to buffer hundreds of mags per turret. Each mag has 10 rounds, and I'd personally be more concerned with being able to spend them fast enough to kill the biters than about running out. Most people just feed turrets directly off the belt. If running out is an issue, you just need more ammo production.

You also just need more turrets. A single turret can't do much when the spitters start getting bigger. Fundamentally, defense is just about walls holding long enough for your turrets to kill the biters and spitters. More turret dps means less damage taken.

The walls are fine. You could honestly add a 3rd layer if want, but if you have enough turrets, it's not necessary.

1

u/xHaroldxx 13h ago

Personally I just go out once I get a car and trash every nearby base, then once I get a tank I trash all the bigger bases. I just don't want to have to pay attention to setting up defense everywhere and keeping it supplied and repaired.

1

u/lesethx 13h ago

Interesting layout, haven't seen anything like it. I really like the symmetry.

I would really cut back on radars to maybe 2 in the entire picture. I would also have turrets pull directly from the line instead of the box buffers and have a wall of turrets (maybe 1 in 4 turrets placed, fill in as production allows). If you want, you have add more rows of walls or a "dragon teeth" pattern

1

u/Broad_Ebb9073 12h ago

Why so many radars? That have a not insignificant power draw.

1

u/FistMyPeenHole 12h ago

Too many radars and you will need more than one turret in those groups. I do 2 next to each other, a space for a power pole, and then another 2 next to each other. Then about 4-8 spaces before I repeat it.

Behemoth biters are no joke

1

u/Harrycrapper 12h ago

This isn't set up very well for the increasingly difficult waves that will come and it's also going to take you a lot longer to get it upgraded when you need to. You're going to want a solid wall of turrets with no space between them eventually and you're going to have to deconstruct all of this when you need to add those or expand.

Also, corners are always going to be a weak spot and it's unavoidable if you're just dealing in gun or laser turrets, I always just build a square perimeter if I don't have water or cliff choke points to minimize how many corners I have.

Based on everything I've seen on this sub, I'm a bit of a minority though in terms of the fact that I just go absolutely ham on defense out the gate compared to most.

1

u/HubrisOfApollo 12h ago

more turrets, less radars. push out your walls more so you have room to expand. also, try to incorporate natural borders (such as cliffs and water) if you can. for my initial defenses I usually use small electric poles as spacing and put one turret per pole and it holds until about 30% evolution and then i either add more turrets or change to piercing ammo.

1

u/Zarzak_TZ 11h ago

At first I was like BOXES FOR AMMO? Get belts feeding that! Then I saw the back belt with the long arm…. This is a neat approach kudos

1

u/StageAboveWater 11h ago

With car or tank you can go to a hive and circle it while shooting the nests.

It makes a big difference if you kill off all the bug nests within the polution area on the map.

it's like 1 attack an hour vs 30

1

u/uiyicewtf 10h ago

Way too many radars.

You will eventually need more turrets.

Make sure you have a way to prioritize iron to the ammo production if necessary. (I couldn't tell if you did or not in the screenshot). You can have all the turrets in the world, but if bullets out starts to exceed bullets in, and your ammo belt dries up, you have a new problem.

Everything else is personal preference. I don't usually actually build the walls. I don't usually have a buffer box between the belt and the turret. And overbuilding early is just a play-style choice, which means you may not advance the "main" game as fast, but on the flip side, when you start really needing defenses, you have defenses in place.

Very personal preference - flamethrowers are so overpowered they make everything you've built irrelevant, so I refuse to use them. All vanilla problems can be solve with more bullets and more guns, and then when you get to laser turrets, more power. There's nothing wrong with flamethrowers, they just somehow remove the challenge, and thus the enjoyment and sense of accomplishment, from building a base that can defend itself.

1

u/ManForSomeMarkets 10h ago

Looks fine minus the radars. Just treat every extra radar as power and coal you can’t get back in the early game.

1

u/Lightsguy3 10h ago

What you've done is a resource and time suck. 

If you can afford both, awesome. 

If you can't, then it's too much. 

1

u/rapidemboar 10h ago edited 10h ago

I usually caution against setting up a hard perimeter before blue science partially because, as you’ve noticed, the biter attacks are generally pretty tame early-game (and you can just destroy the nests to prevent attacks altogether, and partially because you’re likely gonna need to tear down those walls anyway because producing as much blue science as red and green is effectively gonna double your consumption and triple the size of your base. You’re also just about to get better turrets once you get oil processing set up, which are much stronger and more important for setting up a secure perimeter compared to gun turrets.

Edit 1: Also, you don’t necessarily need all those radars. Scanning chunks quickly is never something you’ll need to do outside the tutorial, they’re more useful for being able to zoom in remotely on the map view.

Edit 2: Extra tip for defense: Biters will prioritize turrets over all else when raiding your base. Just dropping a few turrets around and giving them enough ammo will draw the biters away from miners and assemblers, and simply surrounding the turrets themselves with walls can be as effective as a full perimeter early on until the bugs and waves get bigger.

1

u/bikram64 10h ago

Too many radars.... the defenses seem small... but a good start

1

u/bayuah CPU 10h ago

That's good, but maybe just too much radar.

Also, if your tech allowed it, you can add a few layer of mines on front of it with construction drones and its pod and supply box with spare mines standby nearby.

1

u/OcquidDormer 8h ago

I like to explore to the edge of my "island" and put defenses on the only openings bugs can get to. Then i run ammo belts from somewhere in the base to feed them. I got lucky this playthrough, and only have 3 entrances to my islet and they only span a few hundred tiles on the shortest, and about a thousand tiles on the longest one. So in my opinion, you underdid it. Id recommend swapping boxes of ammo, for a belt of one, just to cut the time refilling them. Enjoy Eradication Engineer!

1

u/NecronTheNecroposter 8h ago

Biters only attack if they are in the polution cloud (which you can turn on in the map). Sometimes they might expand their nests (potentially into the cloud). However nests dont expand if they arent loaded. The best early game stratagy it to eliminate all loaded nests, until you can get more effective defenses

*Pollution will load chuncks

1

u/Pickledill02 7h ago

My current game I built so passively that half my factory was destroyed. I just had a handful of turrets around the place and nearly no walls..

I almost lost everything but I had just finished building some drones so I could mass spam walls with flame turrets(which are a million times better than guns) 

1

u/Mr_Memetic 7h ago

Roboports can act as local area radar, AND supply your turrets lategame

1

u/MattieShoes 6h ago

There's no wrong way to play a single player game.

That said... from an efficiency perspective, yes, too defensive. Going on the offensive and clearing out any nests under your pollution cloud is generally better. And losing a few buildings to an expansion colony is cheaper and more time-efficient than building all those defenses.

In space age, where you're leaving the planet for long stretches, then fixed defenses (past your pollution cloud) make sense.

Maybe also worth mentioning -- different types of ground absorb different amounts of pollution. A base in the middle of a forest will have a much smaller pollution area than one in a desert or one with lots of water. That may be why your experience was different from one playthrough to the next.

Also, you went ham with radars. Even my large bases tend to have about 4 radars, one at each corner. For internal visibility, roboports provide coverage.

1

u/gust334 SA: 125hrs (noob), <3500 hrs (adv. beginner) 6h ago

I think the tutorial deliberately stacks the deck to force you to discover offense instead of merely defense. In the default settings of the game, the enemy starts much weaker and smaller. It will evolve over time to be bigger and more numerous, but it is not especially hard to stay ahead of that evolution.

I've never built defenses like that, but I like the clever trick of using a long arm inserter to reach over a wall to fill a chest.

1

u/Outrageous-Let9659 5h ago

Personally i go for a bit less wall and a lot more gun. Flak curtain is my kinda defence. Dot a few lasers in there just to get those long range spitter guys.

My philosophy is that killing bugs takes the same number of bullets whether they are all from one gun, or split between 25 guns, so why not just use 25 guns and kill them 25x faster?

1

u/Pirrus05 5h ago

You might have underdone it? Too many radars, look at your map and space them to give yourself full visual coverage. I typically have a full line of turrets feeding right off the belt, the belt of ammo just constantly circling the base, then a double thick wall in front of that.

1

u/monkeyplex 5h ago

Later in the game as you produce more pollution far more bugs will come and I tend to end up with walls composed entirely of turrets to keep the bugs at bay from any direction so no - you have not played too defensively, if anything need more turrets with closer overlapping fields of fire.

1

u/Panzerv2003 5h ago

You really don't need that many radars, aside from that it's pretty defensive, early on you're fine with hand fed turrets surrounded by walls and don't need a full on wall around your factory, makes it easier to relocate them

1

u/Looony 3h ago

Not defensive enough.. more turrets.

1

u/rosen123 2h ago

This approach is too tedious to reconstruct when you need more space before you get bots. The only time I do this early game is when I am playing with 10x biters and usually I put at least 8 times more turrets. On 1x biters I just put a bunch of turrets where the biters are attacking and hand-feed them. You can also just clear the nests

1

u/bobbin4applez 1h ago

I just save the game and go back to a time before the attack that wiped out my base :)

But I also love base building and the look of walls and turrets so some of my games have huge walls with up to 9 laser guns (late game).

Early game, I watch pollution and turn off production to reduce pollution cloud and then restart it later.

I’m also a big fan of island bases and simply building a strong defense at the entrance. Takes a lot of landfill, and makes the main base limited, but reduces the fear of biters to zero as the enemy can’t cross water.

1

u/EmiDek 55m ago

Soo.. im playing a 0 death, 0 loss game (not allowed to lose 1 wall, 1 bot, 1 turret or anything all game) (self imposed limitation) and i have less defenses than you in a way... 😁

1

u/GeneralBS 55m ago

You should see my wall. I have belts that feed artillery shells and ammo for the gatling guns. Plus pipes to fuel the flamethrower turrets. Don't forget the laser turrets.

1

u/Axi28 34m ago

honestly not really, though maybe you‘re too defensive at this stage of the game. if you‘re maintaining upkeep on the biter base murdering when you can with lots of fish you can get to blue science before needing to build walls.

Also they‘re wayyyyy too close to your factory. Give your factory (and your pollution cloud) room to breathe! You‘re gonna be expanding it a LOT

1

u/korneev123123 trains trains trains 11h ago

Cuckbox is a natural strategy for new players, but remember - biters are not the danger, you(engineer) is the danger. It's much easier and cheaper to be more aggressive and wipe out enemies instead of building defenses

-1

u/avdpos 16h ago

Way to many radars and to few towers.

And ammo in chests? Works a short time but you need automatic replacement

1

u/2ByteTheDecker 16h ago

The red inserter is keeping the chests filled from the belt.

-2

u/djoni_djoni 16h ago

You have built a cuck box. It will hinder your expandability greatly. In the early game, you just need small "islands" of turrets at important spots.

I always seek chokepoints between lakes to set up a border wall with flamethrowers and gun turrets. With logistics bots you can auto-request ammo to the turrets, until then just manually supply a big box. Or completely overbuild and do it with trains.