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turrets capacity

Posted: Sun Jan 03, 2016 8:25 am
by alexgor
Just bought that awesome game, and played second campaign, last mission ( need to buid aircraft)
Horribly suffering from alien attacks on about 3.40-3.50 gameplay time, im built raw of guns with inserters and belt, full of rifle magazins
but capacity of turrets are to low, they shoot out too fast, and inserters wipe out belt too fast too
any way to increace turrets capacity i.e. to 50 magazins? i already know, i can load it by hands, up to 100 units
but i need increase "autoload" limit
any way? mb some mod?

Re: turrets capacity

Posted: Sun Jan 03, 2016 12:20 pm
by kovinis
use lazer turrets, no ammo,just lots of power

Re: turrets capacity

Posted: Sun Jan 03, 2016 12:35 pm
by lobster2b
Have inserters feed a chest, that inserters use as source and feed a turret, research inserter tech. use fast inserters.
also research the tech that enables multiple items transfer between storages.

remember to block off almost all inventory of the chest. use the red x to do that, leave 3 stacks.

that could keep your turrets for running dry.

Re: turrets capacity

Posted: Sun Jan 03, 2016 1:55 pm
by orzelek
Did you research the turret upgrades?

It seems you have a lot of attacks quite early - might be also caused by excessive pollution that reaches a spawner. Destroying the spawner would potentially reduce the attacks.

Re: turrets capacity

Posted: Sun Jan 03, 2016 5:05 pm
by bobucles
Biters will attack in three major ways:

1) Random spawn patrols. This is where biters migrate in search of a new home. Sometimes they will walk through your base and cause trouble. This is pretty common if you are on a shoreline as empty islands will trigger the patrols. When these attacks DO happen it's pretty much an accident and you should only see a rare attack if it happens.

2) Budgeted aggro attacks. When a nest is inside a pollution zone, it will absorb the pollution and produce biters. Eventually those biters will be sent out in a full attack wave. This happens every 10-15 minutes or so. If you run a low pollution base and make sure ZERO red touches a nest, these attacks will never happen.

3) Full scale nest defense. This happens whenever you or your equipment gets too close to a nest, triggering an immediate attack. Spawn rate is maxed and enemies will be sent out relentlessly in a non stop assault.


You dun goofed if number 3 is happening. Pull your equipment back or push forward and wipe everything out to stop the attacks entirely. Attempting anything else is a waste of resources.

Re: turrets capacity

Posted: Mon Jan 04, 2016 8:13 am
by nobodx
He's talking about the campaign. There isn't (afaik) any inserter upgrades or laser turrets. It's been a while since I last played the campaign, but if you have access to blue inserters, use them instead of the yellow ones.
You should refill the turrets by hand every now an then, and use the inserters only as backup.

In free mode, feel free to use laser turrets, blue (or even 2-4 red) inserters. And like the others said, research inserter stack size bonus (increases the stack size of items moved from inventory to inventory up to 5)

Re: turrets capacity

Posted: Mon Jan 04, 2016 5:10 pm
by bobucles
It's pretty tough to hold ground on that final mission. Mostly the issue is keeping the supply chain going for the turrets. It's dangerous if you take too long and drain your finite resources too hard.

In the campaign the map size is finite, and nests are finite. The simplest solution is to march out and kill the nests.