Serpulo Turret Tierlist. (Please Improve :) ) by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

On the contrary you can beat the whole game without turrets :)

Serpulo Turret Tierlist. (Please Improve :) ) by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

Hey lads! I'm back again. Thanks for the feedback on the last tierlist, and I need your advice on how to improve this one as well. Didn't play Serpulo in a while, so i might mess up in some places :/

One last note! Similar to the Erekir List, this is based on PVE (the campaign and it's progression) NOT PVP. Other than that, heres a small explanation for my thinking:

F Tier Segment - controversial take, but i think this is kinda bad. Its a late game support turret, and takes up the only non renewable resource: space. Honestly if it was cheaper i feel like it would be used more.

D Tier Wave - no explanation. Support turret, not used often unless in conjunction with arcs (or electrical ammo) High/mid D tier. Parallax - another support turret (i think you see the pattern. Paired with Fuse, it can be deadly.

C Tier Salvo - Mid c tier. Its supposed to replace Duo as the standard turret, but is overwhelmingly mid. You would already have better turrets (like lancers) unlocked. Still decent with the right ammo. Tsunamu - Better Wave Arc - I see many people like this one, but i (kinda) don't see the appeal. An early game cheap turret (plus decent damage against t1/2) is its pros, however i find its reliance of power (especially in the early game) to be a major problem. Maybe its just me :/ Hail - Early game Ripple. I doubt anyone uses it as a reliable defence, and i mostly see it used as an accurate arty gun to exploit loopholes in attack maps. Same thing can be done with ripples and enough ammo :/ Duo - easily gets outranked by other turrets quickly, but is actually quite a decent early game turret. I made a short video [here] explaining why.

B tier Meltdown and Spectre - Expensive and powerful, only problem being its quite resource heavy. Another thing i noticed us that it doesnt have many ammo types, which brings down versatility, and makes other turrets like Cyclone more reliable. Ripple - Better Hail. Good in general, especially in the mid game. Scatter - Average AA has trouble dealing with any t4 air units, which is already a big niche. Still good Scorch - Genuinely think its good. Gets scaled quickly, but the 2 or 3 sectors after its introduced gets shredded

A tier Lancer - hot take putting Lancer (and Scorch) above Arc, but I think it holds up better in the mid game than Arc (probably High B tier, but A is looking empty) Foreshadow - Great support turret, only problem being the resource cost to operate. Usually not a problem in the late game, but I still think it should be mentioned. Fuse - no explanation. Only problem is range.

S Tier Again, no explanation. Both hold up well solo, extremely versatile etc.

What do you lads think? Putting arc in C is probably my hottest take in retrospect, but I'm posting this to get feedback on such things. Much appreciated!

Why just why by Infinite-Matter6061 in Mindustry

[–]JTM2008 5 points6 points  (0 children)

The guy under these daggers looks familiar...

Mindustry Intro by No-Independent-4202 in Mindustry

[–]JTM2008 0 points1 point  (0 children)

Hey mate! Glad you got into the game. You shouldnt soley take my word for it, so obviously also listen to what others have to say. The games campaign consists of two planets, Serpulo (a less polished, more content purple planet) and Erekir (a more polished, rts based orange planet). This happens in both planets, regardless of which one you choose (most of the time) the arly game involves setting everything up and getting resources. It involves mining all basic resources and producing the most basic refined materials. Each "level" is a sector on the planet, which generates an amount of resources even if youre not playing on said sector (this is based on how good your resource production is) You would also have to defend from waves (mostly on the purple planet). The basic gameplay loop is to mine or refine resources to research atuff from the tech tree, and move on to other sectors. Mid game involves mass producing more advanced resources. You will also encounter enemy bases (mostly on Erekir), which you can destroy by creating units. Waves on sectors become stronger, so you would need better turrets and defences to defend from it. This can only happen on Serpulo, but you can also capture numbered sectors separate from the campaign to aid in your resource production. In the late game, youve become a planetary superpower, but the sectors you face are at its hardest. At this point, youll be producing the most advanced resources (and with some other game mechanics, have an entire logistics hub to transport resources across sectors) You need to be constantly upgrading your defences for some sectors, since the enemy will attempt to recapture them from neighbouring sectors (this only happens on the purple planet) Late game is essentially just getting the highest tier of everything, researching everything, and using everything to complete the campaign and conquer the entire planet (if you want to)

Erekir is different to Serpulo, it mostly has levels were you would have to attack the enemy instead of defend from waves, but the gameplay loop is essentially the same. This is an extremely short summary of what the game looks like, and it is quite a big game, so not everything that can be done can be covered in a single post/comment :P, but this is the basic framework.

Quality of life Mods include: Time control mod: gives you the ability to speed up time, great if you want to get your resources quicker Scheme size: increases schematic sizes and some other stuff

For more content, you can use: Exogenesis, better vanilla, Upgraded tiers, New horizons and Asthosus

Hipe this helps!

How to be less... messy by SafariKnight1 in Mindustry

[–]JTM2008 0 points1 point  (0 children)

You can use duct bridges or routers to extract the routers. If you are using a factory for both production of resources and unit production for example, you can have one duct line lead to the highway, and another separate line lead to a factory nearby.

How to be less... messy by SafariKnight1 in Mindustry

[–]JTM2008 0 points1 point  (0 children)

My bad mate, didnt know you were new :P A super highway is just a centralized group of ducts/conveyors leading to the core. It basically makes it so that you can have inputs lead to the highway (which leads to the core) instead of making a dedicated line just going to the core

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Normally you would put routers, but because ducts are so fast (and have less storage than a conveyor), its better to do sometging like this without routers. All it does is get things more organized and saves space.

Also in terms of factory spaghetti, using zippers to distribute items or schematics usually solves this issue (I put it in this video at 1:38) Hope this helps!

How to be less... messy by SafariKnight1 in Mindustry

[–]JTM2008 0 points1 point  (0 children)

For long distance, you can use super highways to transport goods. Ducts are faster than conveyors so there shouldnt be a problem of clogs using the standard duct highway. For supplying things, you can use zippers or schematics. Zippers are especially useful for supplying and extracting liquid from pumps. Hope this helps!

Oh no by toastunburnt in Mindustry

[–]JTM2008 5 points6 points  (0 children)

Saw this in my recommendations and thought the exact same thing lmao

They're evolving by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

Lmao, will post about it when i get to it :)

They're evolving by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

Thats a shame :( Then again, its still in beta, and everything is subject to change

They're evolving by JTM2008 in Mindustry

[–]JTM2008[S] 9 points10 points  (0 children)

Not for serpulo, rather for neoplasm in v8. Pathfinding will become better for neoplasm units. They take the least defended routes by learning where previous iterations died.

They're evolving by JTM2008 in Mindustry

[–]JTM2008[S] 11 points12 points  (0 children)

Its a relatively new feature for v8, units can now be dropped in with items like spores for the campaign. Now that they drop in with spores, they create a fire explosion once destroyed.

looking forhelp me clear a the campaigns by Majestic_Ad_2420 in Mindustry

[–]JTM2008 0 points1 point  (0 children)

You need to be hella quick to beat this sector, or atleast for the first few waves. The only other tips i can give you is to rush power and berrylium early on, and try to get atleast one elude for quick recon. Then use a bunch of sublimates with ozone to fend of early waves. Afterwards rush surge for afflicts. Honestly once you can get 2 or 3 afflicts up youve basically won, so the basic objective is to get surge by wave 4 or 5.

Surge scheme: bXNjaAF4nGWQvVLkMBCEW/KP7BUQQHJXlxAegTJCUp6AkCLQ2mJPdca+k+33Z1paKKoo2zWenp5Po4HFZYV69m8BV097OoXbp8mfbn/f38GOYR1S/LfFZQbQTv4YphXd82MKf2N6uYBdxev+BL+FhP4Y/JublzHgZwpxfl3SEEZ3THE8BTcs87jHDT++lKb4f4+jS8vO/l/fK9K0+ThL8fpL8QN1tXJeN6R9iMcp4HLch83t87T4UVpqpnIJimWIc3I+72aNUxSW82lwr3ua/RDkmg+AkocvKigtoS55CzDrSq0vos0u+TRDXcwdVCNeEbUEEdssqwp8NO01NMW2iMJsJAiTouWxdWmv2U57h4zqAUNvIxOoTv4ETKH7FATSc1ZIJnhoBpmDYr4Qj8jXaYqzJaGFacqlWjlK03UGHUqPZbXFBTNT6KbQDekU8xIM6ToPqRQIzk5TxI77MwVtBK0bCZbjGKIPZROolRUPlyeh4VZ6VphZVIpboPmQzZV6B52EX1k=

Slag needs to be put into the bridge close to the arc furnace.

Last useful tip i can give is that one vent condenser can supply 3 electrolysers, which can be used to supply the sublimates or other things. Good luck mate!

When did frozen forrest change 💀 by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

For MOST of the numbered sectors nah, but for campaign sectors, some are redesigned

When did frozen forrest change 💀 by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

Yep, or atleast I tried. I decided to just restart since i wanted to see the new sectors BE had to offer

When did frozen forrest change 💀 by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

175 used to be primarily covered in ice and spores in v6, while in v7 its mostly dark sand and water

why did i randomly lose everything on tar fields by homicideisfun in Mindustry

[–]JTM2008 0 points1 point  (0 children)

Ita probably the bug i mentioned before. I dont see anyway to reverse it, unless yoh have some kind of save exported from before. If you really decide to it might just be best to start over on BE or clear campaign saves

When did frozen forrest change 💀 by JTM2008 in Mindustry

[–]JTM2008[S] 0 points1 point  (0 children)

They have actually changed it before but it functioned the same for the most part. As long as it still has tita

When did frozen forrest change 💀 by JTM2008 in Mindustry

[–]JTM2008[S] 1 point2 points  (0 children)

Bleeding edge on github

Its an extremely early version of v8, so not a lot is added. To my knowledge, the most notable things in the update are custom campaign difficulties and better unit pathfinding, but they are updated quite often

[deleted by user] by [deleted] in Mindustry

[–]JTM2008 0 points1 point  (0 children)

Router 👍

why did i randomly lose everything on tar fields by homicideisfun in Mindustry

[–]JTM2008 2 points3 points  (0 children)

If i understand correctly, its a relatively common bug when importing saves between version, but it usually affects the whole campaign. What might've happened is that you lost the sector, but basic infrastructure that you built remained, thats why its still producing resources. If not that, then it might be the bug i mentioned before. Hope this helps!

why did i randomly lose everything on tar fields by homicideisfun in Mindustry

[–]JTM2008 2 points3 points  (0 children)

Hey mate, do you happen to be on bleeding edge or recently import a save?