Defense against spitters

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HarryNews
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Defense against spitters

Post by HarryNews » Fri Oct 16, 2015 6:33 pm

TL;DR: Although the range of spitters is less than the range of turrets, it is basically impossible to kill a spitter before it damages your turrets. Not only does this make the "your turret is being damaged" alert noise go off constantly, it also contradicts the purpose of having laser turrets in the first place.

Laser turrets exist to be the renewable-resource-using alternative to gun turrets; Energy is a renewable resource while ammunition is not. Spitters being able to shoot past walls takes the renewability away from laser turrets, replacing ammo with repair packs.

A common defense against spitters is to place walls in a way that keeps the turret out of the spitters' range but still has the spitter in the turrets' range. The problem with that design is that the turrets wouldn't be able to kill a swarm of biters before the biters damaged the walls.

I don't have any idea how this issue could be addressed, but here are some ideas:
Walls that block spitter acid.
Laser turrets that shoot spitter acid out of the air.

ratchetfreak
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Re: Defense against spitters

Post by ratchetfreak » Fri Oct 16, 2015 7:24 pm

belt to move the spitter out of range as it is aiming

The old rocketdefence/min map did that

Supercheese
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Re: Defense against spitters

Post by Supercheese » Fri Oct 16, 2015 7:43 pm

Yeah using transport belts is a common solution to this problem. As the spitters step on the belts, they begin to move, and when they try to spit, the belt pushes them out of range, forcing them to move again before they can get their acid off. The lasers then kill them before they have a chance to spit.

HarryNews
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Re: Defense against spitters

Post by HarryNews » Fri Oct 16, 2015 7:44 pm

ratchetfreak wrote:belt to move the spitter out of range as it is aiming

The old rocketdefence/min map did that
Wouldn't the biters/spitters just destroy the belts?

Edit: the wiki doesn't say the range of spitters... what is it?

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Re: Defense against spitters

Post by Zeblote » Fri Oct 16, 2015 7:55 pm

HarryNews wrote: Edit: the wiki doesn't say the range of spitters... what is it?
15 tiles for all spitters according to enemies.lua

ratchetfreak
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Re: Defense against spitters

Post by ratchetfreak » Fri Oct 16, 2015 10:22 pm

HarryNews wrote:
ratchetfreak wrote:belt to move the spitter out of range as it is aiming

The old rocketdefence/min map did that
Wouldn't the biters/spitters just destroy the belts?
nope they focus on the turrets first

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Re: Defense against spitters

Post by lancar » Sat Oct 17, 2015 7:37 am

Land mines work for this. They do cost quite a bit to maintain, though, if you have large fields of them.

I'm doing this in my latest map. I use only gun turrets and mines to defend my walls, and I only rarely got red alerts up until Behemoth evolution... they kinda don't care that much about your defenses, and pretty much always will get a hit or two in :)

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Adil
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Re: Defense against spitters

Post by Adil » Sat Oct 17, 2015 10:07 am

HarryNews wrote:Laser turrets exist to be the renewable-resource-using alternative to gun turrets; Energy is a renewable resource while ammunition is not. Spitters being able to shoot past walls takes the renewability away from laser turrets, replacing ammo with repair packs.
Nope, the braindead total defenses were never part of design. The idea behind repair packs is exactly that: add some upkeep cost.
Gun turrets placed one step behind the laser one seem to drastically reduce the lifetime of biters and allow laser turrets to fire at spitters sooner.
However if you want free impenetrable defenses, you'd indeed have to circle your bases with conveyor belts. Attacking biters will ignore docile structures as long as they don't block their way.

edit: Oh it's suggestion board. Then indeed more diverse combat might be interesting. Shooting down projectiles for example, might be interesting.
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