Another problem with meltdown is its like the only turret that can`t be overdrived, thats a potential/theoretical 250% damage per second multiplier (at most with dome) that it will never be able to use.
i mean in the real situation, foreshadow is better (kinda) since it got the range and at that point of the game, 250% attack speed bonus is something that will helps (also the range)
@@HibiscusOrchid I mean arc's projectiles are technically a shock type projectile/has the "shock" status in it, you just can't see it applies on a shock type projectiles/projectiles that has the "shock" status applied to it
i totally respect you for your logic skills and also for the fact that you make all that on phone. it would be great to do tutorials for this kind of logic system.
cyclone may be new meta but its expensive if you don't have launch pads with a lot of surge but that is very impressive thank you for the help so i didn't have to spend my time making logic just for a dps counter and four other things good job bro keep up the good work. :)
context: the video said silicon is a bad ammo choice for duos this video is inaccurate as reign has 14 armor. armor is a flat damage reduction, which means that a bullet that normally deals 54 damage to stuff or something would only deal 30 damage to a reign. the only exception to the flat damage reduction is if the armor would absorb 90% or more of the damage that a bullet normally deals, in which case the damage dealt is equal to 10% of the damage that would normally be dealt (a bullet that deals 15 damage normally would deal 1.5 damage to a reign as 15 minus 14 is lower than 15 divided by 10).
How is this misinformation? I tested it against a reign and the dps shown is the dps of the turrets against a reign. I thought it would be realistic to test all turrets against a single high armoured unit. Yes, I was fully aware reign had armour. The reign was completely unmodified and the armour proves my point even more that cyclone surge + water has the highest dps of all turrets. Not once did I change the testing dummy, it was a completely vanilla reign and the type of reign you will encounter in your campaign playthrough
@@ElectricGun100 i meant the part with the duo where you said silicon is a bad ammo choice for duos. on unarmored targets silicon duos have slightly over 50 dps meanwhile graphite on unarmored targets only has slightly more dps than copper
That's interesting, but I still consider this a fair experiment since the target dummy never changed throughout the video. I will change the title so this is less misleading. Also, when I said to never use silicon in duos, I was talking about its scarcity, and why it would be a waste I do not recommend using precious silicon as ammo in duos, especially in servers
@@ElectricGun100 silicon is a good ammo option scarcitywise when you just so happen to conveniently have sand/scrap and coal near your defences also good luck having more than 10 silicon at any point in time on public servers
Great vid! Just interested, will it work, if you use different types of liquid using Waves/Tsunamies on the same enemy? Like water and cryo together with damage turrets? (Maybe cryo and oil+fire, if it works)
Cryo extinguishes fire. If you want to use tsunamis as powerful weapons I suggest 1 slag tsunami with many oil ones, or use a logic processor to automatically switch ammo. yo that could be interesting
switching ammo can be fun, but i don't think it's can be practical usefull (make ~10 oil and 1-2 slug waves will save more space, then same amount of 2input waves). I think, it's more usefull to make logic for switching enemies. To set them all on fire/cryo/water and then returt to regular damaging. Or just constantly switching between enemies to debuff them all (better sort them by angle, so turret will not uncontrollable spin pursuing fast dying mobs. But what about water + cryo? Can you debuff enemy with both of them, to increase Cyclon's [Surge] (and others) Dps by both liquid effects? Oh, and what about ships enemies? They are already in water, but will electro do more damage to them? Can they be on fire etc?
Dps wise, yes cyclone and water does unfathomable damage but logistical side wise, they're one of the hardest. Against single boss yes they melt it very fast, however ammo replenishment wise they lost to fuse and spectre for their logistic simplicity. Let's just face it, you can spam spectre and fuss with only single airblast drill mining thorium, but trying to get enough surge for the cyclone, along with the cryo and water is a hard thing to set up quickly ngl
In an emergency you could use surge stored in your core as ammo, and even make cryofluid out of the titanium in your core. Best thing is to have vaults to store surge and liquid tanks to store cryofluid, so they replenish between waves
Very nice insight of all the damage numbers and also I love your humor in the descriptions xD Edit: How did you accomplish the Reign not destroying the last 2 rows of walls?
I did some testing with cyclone surge and foreshadow to see how much ammo they consume and see which is more efficient with surge. I also included tsunami support with water and cryo.The test dummy was a reign. Here's the result (Also forgot to mention that they used cryofluid for cooling, but it didn't matter because its just gonna speed the attack speed, were talking about how much is consumed not dps). Cyclone Surge without liquid tower support 138 with water tsunami 30 with cryo tsunami 129 Foreshadow without liquid tower support 108 with water tsunami 108 with cryo tsunami 88 The numbers show how much surge were used.(No i do not have a logic that measures dps, and i used vaults and see how much there will be left)
Don't forget, overdrive will also overdrive turrets, and if you use the cheap normal projector with phase, it will overdrive it to 225%, the difference with dome is the tremendous range and 250% overdrive.
@@PhaseArray not necessarily accurate unless you filled up both the vault and the turret to max and conveyors if there are any before starting the experiment
Salvo + Silicon is actually useful on server maps whre you have a remote silicon factory and need to protect it from ground/air units, it does a good job at getting fast ground units in check and serves as a decent anti air before you get swarmers, and is quite the annoyance for enemies in PvP servers. Also, silicon ammo lasts much, much longer than the other ammo kinds in salvos, and last but not least, Silicon Salvo + Cryo + Overdrive Dome is a damn machine gun
Swarmers are pyrite/blast lines AA fed by overflow. Lets you have less space spent on AA lines, and you can staple in water waves to put out any fires bombers start so you can cool them a little. VERY good when the lines are already in place. You don't build swarmers to use, you use swarmers when the situation is already set for them.
Swarmer was probably the best turret in v5 (scorch doesn't count). Same as Cyclone, but smaller and more efficient, performs perfectly against hordes (AOE), single targets (homing bullets), good antiair and a great destroyer of frames. The only reason why no one uses it it's because in v5 pyra and blast were obsolete, and no one had facilities for it, only in endgame to feed Impacts. Now, in v6, those materials are more useful and necessary (crucibles, differentials and research) so this turret got more accessible.
Would be nice if we had guided pyra/blast missiles that can be controlled with logic, or even the ability to program the swarmer missiles and give them a bit more range
You might increase dps even further if you apply cryo before water. Cryo cooled enemies have their armor reduced. Not sure how much this matters against electric weapons. It will work with surge-alloy, that is both electric and other dmg.
@@newb.justnewb.8762 they are even very good with surge and water and you can use a fore shadow for sniping BUT make 1 convuer belt for foreshadows and one for cyclone because for shadows eats a lot of ammo while cyclones run out of ammo or use a melt down for crowd control
I made some testing and there one interesting thing: more turrets (i tried only Cyclons [Surge+Cryo] with Water Tsunami VS Reign) doesn't mean more DPS. Some results ([Surge+Cryo] and 1 Water Tsunami; normal dps, not average): 1 Cyc ~2400 dps 2 Cyc ~4500 dps, BUT in half of attempts i got 1500(!) dps. Even less, then 1 Cyclone! 3 Cyc ~7300 dps (once), BUT in most of attempts i got ~2200 dps. 6 Cyc ~10000 dps, but sometimes i got ~3900 dps and it was stable. With 2 Tsunamis everything was pretty same, but big results with 6 Cyclones were a bit more often. IDK what it is, but seems like it's something with walls and Tsunamies. Maybe, when enemy too close to the wall, Tsunamy hit this wall, not an enemy, but i'm not sure at all.
DPS counter is good. I divided Reign's Max HP by the time my turrets destroyed the enemy. It's work good, i tested it by real time stopwatch and calculator. The Reign's hp decreases with different speed. You can feel it even without DPS meter. It can be 4 or 10 sec with the same setup, it's hiting problem or something else.
My one divides the damage by the period (time between shoots) so it would give an accurate number for turrets that has a longer reload than a second (like foreshadow)
Yeah, but i tried only 3 turrets, and btw mine too can give the right number for any turrret. It's just not do it every second. Only once, right after the killing the enemy
Now after v7 update i want to see what is the best turret in the game sure+cyclone+cryofluid cooled+ water from wave or Malign at highest efficiency (a lot of heaters)
Fuses are my favourite even if they have short range but one given cryo and overdrive dome it's attack speed is buffed so much that if an air unit were in its way it would anhilate them such as T1 T2 and T3 air units And honestly if you placed like a double wall of Fuses it would be hard to destroy , with defences of course Edit ; T4 units are also annihilated against Fuses , I just tested them a few minutes ago lol.
happy new year! May the coming year be better for us! Doing combo is always effective. I must remember that. I love swarmer for taking down air force! Still, end game contents will require me to use cyclone or something else for overwhelming health of boss/guardian.
Yes, the ammo is a bit hard to get like blast and pyratite. Tbh he should buff the damage of those ammo.(Also swarmers are like a ripoff too because it requires plastanium to build, and with its dps, not great and gets shadowed by cyclones)
sooo blast cyclone+tsunami on the front lines for huge dps against groups and foreshadow arrays further back so that they... clean up maybe mix in the overflowing alloy onto the cyclone line (or even have it prefer alloy if there is any left over after the foreshadows
I tried to do something similar, but since I'm bad a logic, I opted to use math instead - which I'm also bad at. But I did calculate for highest possible dps and so I used the highest damage ammo, cryofluid, and an overdrive dome to reach max dps potential. Needless to say my math was more than likely skewed and I'm wondering what your results would look like with an overdrive dome.
Idea, smart projectors that will activate only when there's an enemy near it. (I know someone already did it, but I want to see what you will come up with :D )
You might have overlooked tha fact that Reign has armour... meaning all damage is reduced by X, which had large effect on fast firing turrets. If you did take it into account, disregard this.
@@ElectricGun100 Yes, but a duo deals 9 damage per shot, while the reign had 7 armor or so, meaning it does almost nothing. But a tureet which, for example, fires 10 times slower and with 10 times more damage will end up with a higher dps as each shot is affected by armor, and the more shots, the more reduction.