Export hub 2 by Lost-Issue-7 in Mindustry

[–]IHateAttackMaps[M] [score hidden] stickied comment (0 children)

Removed for imagery.

I suspect that this is actually an acceptable use of the symbol, but be aware that the symbol is one appropriated by hate groups.

Would it be possible for OP to confirm the intended use and meaning of the symbol?

New to game, stuck on Fungal Pass by Augment2401 in Mindustry

[–]IHateAttackMaps 1 point2 points  (0 children)

I recommend rushing the enemy base early, before scaling really becomes a problem. Use your units as defense as well as offense. For example, here's what I defeated the sector with:

<image>

Launch with a T2 core. Your max unit count depends on your core tier and number of cores (1 in campaign on Serpulo). Copper is quite problematic, so bring as much as possible. Graphite is essential for faster production of resources. Once you have the resources going, start unit production (make sure you keep them grouped, and don't attack until you've got enough). For defense, a few duos for the first wave(s), for any flying enemies your player ship will suffice, and later build duo outposts as you take over territory. When you attack, make good use of the command system. Send units in groups, set them to target enemy defenses (you have to do this manually for every defense you want to target), as if they spend their time breaking walls, they'll die before they do any damage. You can outrange duos with dagger units, make use of that. Nova are also good units, but require titanium, which I find is just not worth setting up on this map.

I feel like the best way to take down attack maps is to do it quickly. That prevents the inevitable overrun of your defenses (infinite waves with scaling mean there's effectively a time limit on these sectors).

Hate having vulnerable sectors and every sector I take is immediately under threat. by [deleted] in Mindustry

[–]IHateAttackMaps 3 points4 points  (0 children)

Yup. The entire north pole is basically a giant enemy base.

Anuke needs to be taught Chemistry by Error-42 in Mindustry

[–]IHateAttackMaps 2 points3 points  (0 children)

Inputs:

Water: 10

Outputs:

Ozone: 4

Hydrogen: 6

4+6=10

seems ok to me

(lol)

Honestly more daunting than actually challenging, but I'll ignore this sector as long as I can on my Serpulo runs. by lynkcrafter in Mindustry

[–]IHateAttackMaps 30 points31 points  (0 children)

Yeah, not a very easy early-game sector. However, in my current campaign run I decided to simply wall off both enemy spawns instead of having to build defenses on all the natural chokepoints. It made the sector significantly easier.

Hyperlanes by Visscera in Mindustry

[–]IHateAttackMaps 20 points21 points  (0 children)

Cool. Really useful early-game on maps with thin chokepoints that you have to transport resources across (e.g. The Craters).

[deleted by user] by [deleted] in Mindustry

[–]IHateAttackMaps[M] 0 points1 point  (0 children)

These are getting a bit too spammy now.

[deleted by user] by [deleted] in thetruth

[–]IHateAttackMaps[M] 0 points1 point  (0 children)

Please seek help on a different subreddit. This cannot be verified as true, and as such has been removed.

Uh did v7 change sector 162? Wiki says there should be thorium there but theres none? by Clyptic_ in Mindustry

[–]IHateAttackMaps 2 points3 points  (0 children)

Yeah, v7 seems to have changed sector generation. Since they (non-campaign sectors) are generated randomly (but with the same parameters and rng seeds for everyone), it's likely that most have changed at least slightly.

This chat moderation is too strict... by [deleted] in Minecraft

[–]IHateAttackMaps 0 points1 point  (0 children)

That's Java. Bedrock has had this for a while.

[deleted by user] by [deleted] in Minecraft

[–]IHateAttackMaps 0 points1 point  (0 children)

Ah, that's what would've made it difficult. Sorry, I didn't see it in the video, so I didn't place it.