The statistics I got seemed like laser turrets just didn't perform that well. (And I didn't invest in laser weapon tech because of that.) I figure it's just as easy to have a conveyor belt with high-perfomance ammo, but if you've done the math and lasers are better I'd be happy to hear it.
Lazors generally work better because you can get far greater density of fire, as they have more range, so more ranks of guns can open up on your target at once in depth, whereas the density of gun turrets is limited because their range is shorter AND they need deadspace for ammo logistics, which means their maximum density is roughly half that of lazors just from this alone, while lazors can be layered in solid blocks multiple ranks deep without issue.Lasers are better than gun turrets in firepower until you have uranium bullets, are not affected by enemy armor, have greater range and health than gun turrets, can be completely clean, and are much easier to use since a few power poles can supply infinite amounts of turrets anywhere. Also the personal defense lasers are very powerful and scale based on the same laser tech.
I've not found any kind of attack that triple-banded lazor turrets can't stop cold, especially if backed by flammenwerfer. You can also fuck with their pathfinding by placing jagged strips of outlying wall, or fuck with them even more using belt carousels.Lasers do tend to work well if they are only fighting sporadic weaker waves but the stronger the wave the less that the range gives you since you'll only kill a small portion before the gun turrets start firing.
There's tricks to prevent that, that actually works especially well with flammenwerfer. Shut down the roboport in the area as long as flammenwerfer fuel reserves continue to decline, and continue to suppress the roboport in this manner until several seconds elapse without decrease in fuel, indicating the attack is over. Flammenwerfer make very good "enemy detectors" in this way. That way robots will not be sent to perform repairs until after the attack has ended and the fires have gone out.except for the annoying issue that the fire on the ground will still kill your logistics robots going to repair walls.
Almost makes me want to use uranium/flamer turrets. But nope, having to ship materials to outposts to run turrets is too much of a hassle, and when I could have max upgrades I'll already have artillery and the need to defend against large attack waves is a distant memory.Well to give some numbers, a max tech (excluding space science) gun turret with uranium deals 2,904 DPS. A laser turret under the same conditions deals 152 DPS. Even considering the toughest armored biters the uranium turret deals 2,344 DPS if I'm calculating the damage reduction correctly. 3 rows of laser turrets is a lot of expensive infrastructure, you could replace it with a lot fewer gun turrets.
Almost makes me want to use uranium/flamer turrets. But nope, having to ship materials to outposts to run turrets is too much of a hassle, and when I could have max upgrades I'll already have artillery and the need to defend against large attack waves is a distant memory.
Are you aware that cargo wagons can have filters? Middle click the inventory squares.Technically you need what, two wagons extra to do that? With outposts it might not be so much of a problem, but if your main train terminal was not designed with this in mind, it becomes a hassle.
Are you aware that cargo wagons can have filters? Middle click the inventory squares.
Yes, but the thing with Factorio is that producing MOAR of something is generally easier than producing different things. Maintenance and upkeep of a lazor-wall area involves a lot fewer products, whereas gun turrets have so many things that can go wrong, like a belt, chest, or inserter getting destroyed by spitters causing the turret to die.Well to give some numbers, a max tech (excluding space science) gun turret with uranium deals 2,904 DPS. A laser turret under the same conditions deals 152 DPS. Even considering the toughest armored biters the uranium turret deals 2,344 DPS if I'm calculating the damage reduction correctly. 3 rows of laser turrets is a lot of expensive infrastructure, you could replace it with a lot fewer gun turrets.
Ingame tutorial is just fine.Can someone recommend any good tutorial for this?
If you want more guidance than the in game tutorials I hear the youtuber KatherineOfSky is good.Ingame tutorial is just fine.Can someone recommend any good tutorial for this?
She's a little bit too far on the "gigglesquee" scale for my taste and has some identical vocal ticks as one of my best friends (which is always super distracting), but she does explain things very well and I think it's a good idea to watch a few episodes of her Entry Level to Megabase after you've mucked around your first base for a while, if only to expand your mind as to what is actually possible to do in Factorio.If you want more guidance than the in game tutorials I hear the youtuber KatherineOfSky is good.
Nothing beats Nihlaus when it comes to Factorio tutorials. Watch his "Let's Start Automating" series:Can someone recommend any good tutorial for this?