Kindred spirits. Heh.BlakeMW wrote:The thing is, that with normal-ish settings before you can really get serious about Advanced Circuits, Science Pack 3 and Processing Units you need to massively increase your copper and iron income. To do so, requires securing more territory. To do that, requires combat. The earliest good cost-effective combat gear available is Modular Armor w/ Energy shield (for use with flamethrower) and the Tank. But even without ramping up your resources it's perfectly easy to make a few hundred red circuits and a dozen processing units to get those combat options. (Okay if you're using offensive turrets it doesn't really matter because gun turrets w/ regular ammo will do everything you need until late Big Biter era - but like many players I prefer to abstain from offensive turrets).
This is *exactly* what I've been doing for my last few playthroughs. I was able to take out mid-sized (10-20 nests) of medium biters/spitters/worms (and one even had a few big worms) with decked out modular armor (solar, batteries, and four shields) and a flamethrower. Man I love that flamethrower now. And *no* offensive turrets or poison capsules. I'm not a big fan of turret creep.
I've found that modular armor will serve me for quite a while. In fact, I find myself taking more time with my base instead of racing to build it up to be able to produce 12 assemblers pumping out blue circuits just so I can get my power armor. I'm set with modular, so I can take more time setting things up as I prefer.
It's no different than how you hand-craft your first 10 or so red science packs. Then set up a quick automation fed from a chest. I actually do this with almost every tech I need small amounts of early on, before I have a more proper "Mark II" setup laid out. (Many of my designs run through several revisions as my bases grow. And I revert back to previous designs for outposts, etc. You don't have to over-architect before you need it. It's fine to do so, but you don't need to.)