I really like the idea of staggered ranges for the same turret. I can agree it would work great on the 30mils and even the smart mortars. I've done some experimenting myself and from what i've put together. The turrets that shoot normal bullets, (mg, CIWS, hellfire) are entirely hit scan.l to the point where ive noticed enemies taking damage from the hellfires moments before the first tracer even appears on screen. The tracers that fire out are pure aesthetic meaning realistically its nearly impossible for the turrets listed above to overkill. I noticed the 30 mils do in-fact have a slightly slower response time which causes common overkill as you stated and thus wasted ammo.
Oh that's a interesting observation. Ill have to test that out. Good to know for sure. Staggered Ranges definitely seems to be a undervalued strat particularly in the snow tour. Thanks for the great info bro :)
hello. your edit interface is different from mine. mine doesn't have select multiple and the gear settings section. i don't know if you set this up or it's already there. what version are you using. thanks
I had no idea the turret AI was so dumb. The fact this is a core part of the game, it's sad they don't have some at least attempt at reducing overkill...
Setting them up like this is mostly beneficial for early to mid game and after that its not so much unless you use damage amps on the lower tier turrents. I kinda like the idea of the manual configuration so you can finely tune your base. But thats me.
No avoiding it at this level of custom game. I'm glad they allowed us to adjust range and priorities to avoid wasting ammo. This game has a delicious amount of scale.
something you might want to try build the new support guardian fill with ammo upgrade it to give it a repair gun rip repair gun off attach cwis have them at back of last outposts you can build on endless to dell with missiles or just help with the bugs, not got hell fire yet but if you can detach them and put them on would make for a good way to move the army up if you can spear the gun form your base
Hello! Nice advice from you, as always! Small suggestion from me for "weak" bases: as soon as you have gardian fabricators, you can have you own swarm of mechanos😂 if you have mk1, it is the thing that will allow you to start Dire situation and to hold enought to have the swarm again😂
Forgot about gardian fabricators and put how many hellfire you can dubed whit adv ammo makers (at wave 72 scorpions had 100000 hp and 50% increased speed.
@@megdrim8637 72 wave is something very far ahead for my base. Hellfire is only in queue to investigate. Most powerful stuff is 4 CIWS and 2 double-barrelled 30 cal... To check the idea I riched 9 wave, and still was holding first point when retreated🤔
@@madcatdmg At recovering day if you think you are strong enough and had some power left you can pay some extra challenge rewards whit power . You can buy challenges using power right part of screen down where you select what to put in for recovery
They kinda need a * target designation* module.. fits to your tower and assigns targets for each gun.. have it have a max number of guns it can support in an area or something
It's not as important in the late game, primarily because it's automated and you have Hellfires. However, if you're adding damage amplifiers to your lower-tier turrets, it can still be effective and provide noticeable benefits.
Im curious too see your base whit this adjusments at wave 70 .......post a picture please🤣🤣🤣(i hardly reach 72 whit 36 helfire and 7 cruisers (electro) for the rest i prefer ciws and pyro
@@SiNKiLLeR_ (i drop last buid for more cruisers) My base had 16 cruisers (electro) 22 hellfire ,30 Ciws ,34 pyro 15 twin lighting. 55 dmg amplifiers ,core output 15998 total charge 16320 load 5732. Still i cant pass 72 because of material. Every time i had to start from wave 1 i use only helfire and i take all challenges until wave 27-28 I managed to reach almost 230k material (i had 600000 storage) but after that i go dawn . Around wave 68 they start to trash my base because of lack of ammo . Last time i count six cruiser hit on single tank and still had some life left .After 65 i had to take knight out from hangar to hunt last scorpions next to the wall. I seen your base but honestly best option its cube . Perfect cube
I really like the idea of staggered ranges for the same turret. I can agree it would work great on the 30mils and even the smart mortars. I've done some experimenting myself and from what i've put together. The turrets that shoot normal bullets, (mg, CIWS, hellfire) are entirely hit scan.l to the point where ive noticed enemies taking damage from the hellfires moments before the first tracer even appears on screen. The tracers that fire out are pure aesthetic meaning realistically its nearly impossible for the turrets listed above to overkill. I noticed the 30 mils do in-fact have a slightly slower response time which causes common overkill as you stated and thus wasted ammo.
Oh that's a interesting observation. Ill have to test that out. Good to know for sure.
Staggered Ranges definitely seems to be a undervalued strat particularly in the snow tour.
Thanks for the great info bro :)
Really solid guide with great example footage to demonstration the value of putting the time in to do the configuration.
Thank you Sorain I appreciate that one mate.
Just got the game and only just unlocked the 30mm. Definitely need a build guide! Your outpost looks so sick
Hello and welcome we are happy to have you with us. Nice the 30mm is good fun. Video coming soon looking at the base closer :)
hello. your edit interface is different from mine. mine doesn't have select multiple and the gear settings section. i don't know if you set this up or it's already there. what version are you using. thanks
I had no idea the turret AI was so dumb. The fact this is a core part of the game, it's sad they don't have some at least attempt at reducing overkill...
Setting them up like this is mostly beneficial for early to mid game and after that its not so much unless you use damage amps on the lower tier turrents. I kinda like the idea of the manual configuration so you can finely tune your base. But thats me.
No avoiding it at this level of custom game. I'm glad they allowed us to adjust range and priorities to avoid wasting ammo. This game has a delicious amount of scale.
something you might want to try build the new support guardian fill with ammo upgrade it to give it a repair gun rip repair gun off attach cwis have them at back of last outposts you can build on endless to dell with missiles or just help with the bugs, not got hell fire yet but if you can detach them and put them on would make for a good way to move the army up if you can spear the gun form your base
Nice idea thanks for the one :)
Hello! Nice advice from you, as always! Small suggestion from me for "weak" bases: as soon as you have gardian fabricators, you can have you own swarm of mechanos😂 if you have mk1, it is the thing that will allow you to start Dire situation and to hold enought to have the swarm again😂
That's a great idea!
Forgot about gardian fabricators and put how many hellfire you can dubed whit adv ammo makers (at wave 72 scorpions had 100000 hp and 50% increased speed.
@@megdrim8637 72 wave is something very far ahead for my base. Hellfire is only in queue to investigate. Most powerful stuff is 4 CIWS and 2 double-barrelled 30 cal... To check the idea I riched 9 wave, and still was holding first point when retreated🤔
@@madcatdmg At recovering day if you think you are strong enough and had some power left you can pay some extra challenge rewards whit power . You can buy challenges using power right part of screen down where you select what to put in for recovery
They kinda need a * target designation* module.. fits to your tower and assigns targets for each gun.. have it have a max number of guns it can support in an area or something
You can do that now :)
Would you recommend it for Endgame to or is the Effect much less, since you have everything automated?
It's not as important in the late game, primarily because it's automated and you have Hellfires. However, if you're adding damage amplifiers to your lower-tier turrets, it can still be effective and provide noticeable benefits.
I cant understand how to build my gun with xen mods properly. To get max dmg in singl target or aoe and etc
It would be cool idea for next video😊😊😊
Ive been meaning to cover this for a while. Will try do it soon :)
It would be nice if we could have ranges for the different mobs.
Good work! Good info! Thanks!
Thank you :)
Thx for this video.
Would love the base code of this base.
Its coming :)
Im curious too see your base whit this adjusments at wave 70 .......post a picture please🤣🤣🤣(i hardly reach 72 whit 36 helfire and 7 cruisers (electro) for the rest i prefer ciws and pyro
Oh God wave 70? Thats insanity!
@@SiNKiLLeR_ (i drop last buid for more cruisers) My base had 16 cruisers (electro) 22 hellfire ,30 Ciws ,34 pyro 15 twin lighting. 55 dmg amplifiers ,core output 15998 total charge 16320 load 5732. Still i cant pass 72 because of material. Every time i had to start from wave 1 i use only helfire and i take all challenges until wave 27-28 I managed to reach almost 230k material (i had 600000 storage) but after that i go dawn . Around wave 68 they start to trash my base because of lack of ammo . Last time i count six cruiser hit on single tank and still had some life left .After 65 i had to take knight out from hangar to hunt last scorpions next to the wall. I seen your base but honestly best option its cube . Perfect cube
Very informative
Thank you for the comment and support
Awesome
Thank you for your support :)