I don't agree with every sentiment here; I had made very good experience with submachineguns (in the early game, that is). The important point is: don't ever bother with regular ammo; try to go straight for piercing rounds magazines. Those deal 2.5 times the base damage, or, in less 'mathy' terms, are so incredeibly powerful that you can just walk into an enemy base (with up to 5 spawners), hit spacebar, then release spacebar once everything is killed. Depending on opposition and size of the base, calculate around 70 to 200 magazines for that.
Of course, this works in the early game; medium biters are a hard counter to gun turrets and the smg, and you don't want to mess with worms with that setup. This also means that, once medium biters become regular, every magazine of gun ammo (regular or piercing) effectively turns into industrial waste.
Still, in my experience, gun turret clusters (of 12 to 30 guns) loaded with piercing rounds can fend of medium biters, if walled (deploy them with two tiles of thickness: biters can bite 'over' a single tile of walls), until the next evolutionary step occurs, at which point you just die if you're still on gun turrets. And yes, relying on this as your defense will eat through your resources
very quickly.
FYI, the main problem with the problem with the larger biters is that, if your damage type is 'physical' they just straight-up
ignore a huge portion of the damage they receive. If you feel spoiler-resistant and interested, check these two wiki articles:
https://forums.factorio.com/wiki/inde ... Resistance and
https://forums.factorio.com/wiki/inde ... le=Enemies
Of course, this is all theoretical for your situation, OP. It's difficult to give quality hints without good knowledge of the situation (map layout, completed research, size and number of enemy bases, frequency and size of enemy attacks, and so on), but, if you can access oil reserves, you might want to funnel as much of your iron as possible into the following techs:
Oil processing
Sulphur processing
Batteries
Optics
Lasers
Laser Turrets
Advanced oil prossecing & fluid management are recommended, but expensive, and can be postponed until your situation is a bit safer.
At first glance, the laser turrets don't seem to be that much more powerful (I remember
my first thought while reading their stats was "how useless", but I was extremly wrong
), but they actually
are an adequate, if not overpowered, base defense until the late game.
therapist wrote:let the biters wash up against your laser turret defense until you can get some powered armor 2, load up 6 exoskeletons, 2 batteries, 2 reactors, and a couple lvl 2 energy shields. Produce piercing shotgun shells and start attacking bases.
That is an end-game example on how to deal with the enemy, and works very well, but can't even be researched without killing lots of enemy bases first.
I even dare to say that, if you survive the game to the point those technologies are researched, you don't need pointers on how to deal with biters anymore (just try and count how many purple beakers are consumed for the necessary techs, and their prerequisite techs, and how many artifacts you need for that in addition to those just to build the power armor mk2 plus the reactors).
The combat shotgun, along with piercing rounds, are obtainable much sooner than the rest, and works very well on it's own (with modular armor or power armor mk1), despite its damage type, on account of its huge base damage. Heck, if the OP can get the combat shotgun before even larger enemies appear, that might very well be an alternative to laser turrets, until more iron is secured.
Khyron wrote:This thread contains 100% pure feedback for developers and I hope they're taking note!
- The player should be coerced in to learning the basics of combat before evolution gets out of hand. This should be a consideration for the map generator and for the spawner-settler logic.
- Learning how to be good at combat requires save-scumming. Many other games at the moment are roguelike and save-scumming is discouraged. This should be a consideration for balance testing. eg: force the player in to combat early and frequently, but in fights they can manage, then slowly escalate the threat.
Currently the game gives you "enough rope" (to hang yourself) in a few ways. Personally I find that fun, avoiding those strategic traps, but the majority of casual gamers will perish.
Incidentally, in an ideal game this would be the difference between difficulty settings!
I'd like to add to this and point to X-COM:EU and it's tangible differences in difficulty between 'normal' and 'classic', as an examle for "an ideal game", even though its genre is completly different. Combat balance is very rudimentary right now, but I expect this to become a much smoother experience once the "fight revisit" on the roadmap happens (currently planned for 0.12).
(and yes, items on a developers roadmap just magically 'happen'! Don't try and tell me otherwise
)
[P.S.: Wow, that post got out of hand. Sorry for the wall of text!]