FULL POWER SEND IN MORE WARTHS MORE AIR UNITS *2nd wave* MOOOORRRREEEEE POOOOWWWWEEEERRRRR!!! *pulls lever* *3nd wave* MMMMMMMMMMMMOOOOOOOOOOOORRRRRREEEEEEEE PPPPPPOOOOWWEEEERRRR!!!!! That one small enemy: what the }%~{ is going on there?
@@diggitydiggity5523 yeah they obliterate everything with their explosion, but do you really think something so expensive and with so much potential deserves the use of an atomic bomb?
As a side note: Results can change against normal enemy waves. Foreshadow has special targetting, where it will specifically target enemies with the highest hp in range. If there are 100 Daggers and an Eclipse, foreshadow will go for the eclipse first, no matter how close the daggers are to it. Your other splash damage defenses can take out the little ones, let the extreme range and damage of the foreshadow deal with the bosses.
5:44 This is why i use 3 rows of salvo's in desolate rift and Nuclear Production Complex ( Im a mobile player ). My Best wave on N.P.C. is 255, no Desolate Rift 92 (can be better, i sometimes lunch by mistake )
> i use 3 rows of salvo's in desolate rift and Nuclear Production Complex Sometimes they eat enemies for lunch. Sometimes they break fast. _hhhhh~hha~ha~ha~ha_
I'm about 3/4 the way through the campaign and so far I haven't had to build anything more than ripples and scatters once it was unlocked. Ripples are especially good at bulldozing enemy bases, you just plop them right outside turret ranges and watch them erase everything
fun fact: all 3 of the "BIG" turrets in mindustry, meltdown, spectre and foreshadow are named after infamous security bypasses, look it up on google if you wanna, just found out by accident when i was looking for tips on the foreshadow......
cryo cancels burning and melting, so cryo shouldn't be used with slug or oil. Also tsunami causes significant knockback with any liquid, so multiple tsunamis can keep the enemy away so it can be shot by long-range turrets
I know, but what still makes it good is that it's early game and If You got like 5 of them before round 4 u good with that defense. And also dont forget anti-airs
This is how you make an annihilation machine first put down a Salvo then give it thorium next give it ultra boost witch is cryo fluid with overdrive dom and a phase over drive
Foreshadow is strong, but I think that Surge is too complicated to product to put just one Foreshadow and have a good firing rate.😅 So, I use Spectre and Meltdown and it work.😄 I also put an army of Autumbra and Vela if needed and it work very well.😄
i used 2 surge smelters and it allowed me to fuel a huge array of cyclones with a few swarmers and i beat impact and npc easily by waiting beetween waves.
With enough menders and plastanium walls you can outheal the dps of every single boss. As in 3 layers thick all overdrive domed. You follow it up with fuses so that spiders that try and walk over, as well as t2 and t1 air units are evaporated. Then it's a simple matter of profiting
foreshadow is the best for killing tier4-5s u know in eradication campaign bases i put 6 or 8 foreshadows and only give them power when the boss wave comes they use too much resources for normal rounds 1 thor fuse kills all tier 3s
Tier 5 unit: Costs thousands of silicon, lots of surge, cryofluid, phase, plastanium, titanium and graphite. Foreshadow: *uses **_some_** surge and cryo to kill them* Attacker: :/ Defender: STONKS Towers take too long to set up and are too cheap when set up, for a PVP situation where there is a huge area to defend they are terrible but if you have only a lil chockepoint then it sucks breaking through :( For good balance they should be easier to get up but cost quite a bit to run wich doesn't fit too well with how the game is designed and it's pretty sad that's how it is with Mindustry's balancing.
Lancer, Scorch, and fuse can only fight to tier 3 units, plus they are for destroying fodder units. Tier 4 and 5 need better turrets such as Salvo, Ripple, Spectre, Meltdown, and Typhoon also the wall you mentioned was the phase wall and it deflects everything on chance. Butnabout fuse we really need to buff it out even the attack pattern is quite bad because it shoots in a type of hemisphere.
Nice video. But For walls would I advise 2 layers of thorium walls and 1 layer of plastium walls whit mendprojectors behind it. I have tested it and no single turret got destroyed by any of the bosses. Also, segments are also a valid strategy against bosses since they kill 6 bullets every second.
idk if u knew but turrets like cyclone scatter and pyratite ammo have an extra AREA dmg wich is the main dmg+area dmg, with that being said the real metaglass dmg of a scatter is about 40 not 3, same with cyclone
I once made a super fortress in campaign even Final bosses didnt survive spawn a normal wave would consist of 5 titans Sad that A group of Spider Titans passed through it and I had to restart the base.
Bruh, in v5 I disliked cyclones because 1.they were costly 2.they were basically useless without surge 3.when I first researched them, I only looked at the very low damage they did, and not at the extreme area damage Now in v6 they are my favorite
I see that you forgot the Toxopid, and the Corvus. The Corvus is the unit equivalent of the Foreshadow, and the Toxopid is the T5 crawler type. These are also bosses, and can be stronger than the "Bosses"
Only way Scorch can be redeemed is if you uncap the fps, which is why it's op. You cap the fps, you self-nerf it. If it's in your control like that and you don't give it a try, then you're not really giving it a fair fight XP
If you test it yourself, uncapping the frame does yield better dmg output altho it is still meaningless infront of the Reign as ur scorches, no matter how many will be completely destroyed before they either get a chance to attack or kill the boss edit: Bosses are now far stronger than v5, meaning more health and armor, the fps exploit still works but is no longer as reasonable as it is on v5. Besides, not everyone can uncap their frames (mobile players) and uncapping the fps is not representative of the general realistic gameplay that one would experience, so I do suppose having the frames kept at realistic values is fair across the board not only to other turrets but to other players as well.
@@DARK0717 All I can say is it is possible, sure not against air enemies but ground-based, as long as you're able to keep your walls up between the enemies and your scorched, it can defend your line as shown in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YWi_flElTKo.html Sure, one line is defended by other turrets, but the far-right line is held by one scorch. Also, you can see the guy's fps is capped at 60, yet he still was able to hold.