But if it costs more its better, right? Seriously though, you're exactly right. No matter how much $ you budget for mining on your map, it's almost always better to build a shaft than a drill. I said it before, $5000 worth of shafts will produce more "m" per round than $5000 worth of drills. Drills should be mainly used to deplete the furthest nodes as fast as possible. Mines are used en masse to generate a steady income of "m" once all the resource nodes are gone. Now obviously you will still have some drills with your shafts but there should be no need to build more than 2 or 3 sets of 3 drills.
My focus was on what the fastest way to strip mine a map from the outside in, which is to pile on drills until you have three stacked, then start another stack, I didn't think about once the nodes are gone based on cost. So, post resource nodes, I'd guess you have to balance the cost of the shafts vs drills considering there is only 1M difference between production without resource nodes.
I like your start of maxing base fast. I did not know income depended on base level. So post deposit it seems like you can just alternate between shaft and drill based on their cost. The next one you buy is whatever is cheapest between the two, with a 75% bonus for drills because 3 stacked yields 7 m each vs 4 for shaft. So if the next shaft is 1000 then you would buy a drill instead if it costs less than 1750. This heuristic favors drills perhaps too much vs an ideal strategy but is probably not too far from the ideal one.
Orbital Laser I'm still not clear on the orbital lasers... is it pointless to have more than ten, or having more than ten increase rate of fire seeing the total damaged is capped? D
Death from Orbit Originally it was badly worded and everyone maxed at 10. Then they partly clarified it to 100 damage max. No idea if this is true max or max before scaling. So radical damage increase from 1-10, then linear increase from 11+, either 100 per laser or 100 * damage upgrades. Going from 10 to 36 OL was certainly noticeable around level 100. You could get clean kills of new groups again. Giants remained a problem. We could probably do with more clarification because the actual implementation may not be as I imagine.
Limbo The new patch has a movement bug. You can get stuck inside terrain. So far it has happened 6 or so times. Usually it seems while ascending bedrock with 2 or 3 vertical blocks of irregular shape. You remain stuck at combat end forcing a restart so its hard to remember exact location to try to reproduce. You can select stuff. Seems like just granite block. Not sure if I am inside a single block or not. Gobs are visible, but plasma fire doesn't show up so probably immediately blocked. Fire rate is unlimited though so I don't think it's hitting close by. Or close but visually clipped. That's all I know. May be jet pack related potentially although I am climbing at the time not jumping. Accidental hits though maybe. If it ever happens in daytime I may remember spot better and successfully reproduce.
Can anyone recommend what I should craft next? So far I have: -Plasma Rifle: No reload, damage, damage, ROF -Stim pack: Movement speed -Laser: Self powered, detection -Plasma: self powered, detection, damage -Orbital laser: self powered, detection -MIRV: self powered, detection -Mine shaft: self powered, salvage -Mine drill: self powered, salvage -Future bot: movement speed
I assume multiplayer will be on GC because the "co op" aspect in the update notes. I suppose that if they were going to add online, they would have specified. Can anyone tell me if the multiplayer will be online or on GC... Or both?
If you are in sandbox and hold down the jetpack then (still holding) tap the "build mode" button, the rocket will continually discharge and reload, producing smoke, until you switch back to FP mode.
Sway Loving the weapon sway added on the new patch. Would love if the same type of sway was added during liftoff with the jump-pack
weird spawning At the end of each round there is no enemy but the "enemy left" counter is nonzero. After a long time enemies appear in the map......boring to wait 30 sec for the last enemy. (Bug in the new update)
I'm having some big (though not necessarily bad) problems since the last update. I was sort of struggling on stage 36, then the update came out and stage 37 is like going back to stage 5 or something cause it's so easy. It's been like that ever since. Now the game is just effortless. And I'm also experiencing weird spawning as noted by link.honza
Get howitzer with detection, then max rof then damage. This is your main damage dealer to boss mobs. Self power for light and movement detector. You need a network of them for night. The suggestion to max out plasma is good but you can take time with it. A bit of plasma goes along way. I like to run around and max coin collection. For that the base needs to manage itself. I maxed aoe on mine. Not sure if that was wise. Another idea is to max future bots speed then range (I assume it affects teleport distance). This seriously increases coin collection which lets you build more mines which leads to more turrets and thus higher levels. Eventually also get freeze turret with detection max aoe and max range. They are great for freezing shadows that are attacking lights within motion detector range. Till your lights are maxed on hp and regen it helps prevent losses.
Some bugs. There is something weird with some corner spawning groups as noted above. Instead of walking in en mass, they drop in one at a time from about 10-15 blocks up or so. An entire group of 30 may do this with at most one or two spawned at one time. This is especially tedious with shadows which then have to run to the base to die first one or two at a time. I really don't play anymore, just let it do whatever on its own because everything takes 4 minutes plus another 1 to 10? minutes per round. The spawn is weird too, with apparently unrelated mobs spawning "together" this way. Also bots get stuck on collecting golds that are partly embedded in the water or terrain.