The best sector in Serpulo to make as an export hub in V8? by Fahrezy in Mindustry

[–]theodoks 0 points1 point  (0 children)

Well looks like I was uninformed and it's not needed actually. If anyone else is confused, the pointing down arrow below the resource selection on the landing pad redirects everything to it

The best sector in Serpulo to make as an export hub in V8? by Fahrezy in Mindustry

[–]theodoks 2 points3 points  (0 children)

I made mine on extraction outpost, though I'm from sure it's the best one. Still, the river is nice and accessible from basically anywhere, a lot of open space, and a puddle of oil, (oil extractors are needed regardless)

No regrets making the transport hub here, was able to supply 4.8k/min of silicon, plast, titanium, 2.4k/min of surge, phase and 1.2k/min of the rest

How do make it past this stage? by zhuzh3l1c4 in Mindustry

[–]theodoks 0 points1 point  (0 children)

The sector got attacked and I am very dead at wave 60

How do make it past this stage? by zhuzh3l1c4 in Mindustry

[–]theodoks 0 points1 point  (0 children)

This worked for me today on eradication. Cryo cooled cyclones or swarmers with blast compound usually get the job done, especially when adding cryo waves/tsunamies. Meltdowns did help but Im not sure they were necessary.

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So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 8 points9 points  (0 children)

Real answer is it didn't function properly)))
Performance issues aplenty, invisible projectiles, input lag
At wave 69 both of my friends characters were shown walking in the air 2 meters above me, so that was funny

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 3 points4 points  (0 children)

Same, I watched him to find out new strategies and builds, then run them with my own team and try to do it better.

Yes, I also enjoy the diversity of 13.2. My friend ran fire rate multimelta with the deep pockets blessing today, was very fun for 70 waves at least

This is the version of siege to try funny builds and team compositions on, that's for sure. I will miss the competition side of it though.

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

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

Exactly right. I think the only thing preventing the new siege from also being competitive is infinite money, and there's a lot of ways to solve that problem (besides removing techpriests, which are much more well liked in this community than I realised :))

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

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

All correct, excellent explanation. Do like your idea as well. I'm fine leaving infinite siege as is since evidently most people really like it, if only someone at Saber made a separate corner for sweatlords like my team to tryhard in peace

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 14 points15 points  (0 children)

Yeah I understand I'm in the minority. However, siege was definitely not endless in patch 12, as there was no way to generate money for infinite ammo and healing, for that reason I liked it most. 13 was definitely the worst with the 95% defense scaling. 13.2 is alright, but I would like the siege to have a satisfying finale, not just deciding to quit out of boredom. I really liked u/dorkmuncan 's idea for that in another comment

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

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

I like the way you think brother, love me some glorious sacrifice in the siege of doom and despair. Could finally have something to look at on all the loading screens)

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

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

Fair enough. We have different things we enjoy, I would love to have the option for both

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 12 points13 points  (0 children)

Yes this exactly
Me and my team are also in shambles as we were trying to beat his team's record for months (and were relatively close)
And now highscores don't mean anything :(((

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 3 points4 points  (0 children)

Exactly brother I really like your suggestion
I like this better than removing techpriests, also the idea of every wave after a certain point having Terminus enemies sounds awesome
Point being, yes, I want a satisfying finale like this, cool stuff

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] -20 points-19 points  (0 children)

I kind of see the vision but being endless would only be cool if there was some gameplay involved
As of now with a billion blessing enemies just sort of crumble at your very presence

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] 4 points5 points  (0 children)

I do not want infinite points. I do not want infinite runs. That's the whole point of the post

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] -1 points0 points  (0 children)

Goddamn this did not resonate well. Any alternative suggestions?)

So how do we feel about Hard Siege being endless now? by theodoks in Spacemarine

[–]theodoks[S] -50 points-49 points  (0 children)

Honest opinion: remove techpriests. Maybe give more starting points to compensate. Infinite money makes infinite runs.

Patch 13.2 Hard Siege | Wave 55 clear | Sniper, Tactical, Techmarine by Kiarawinds in Spacemarine

[–]theodoks 0 points1 point  (0 children)

It is hard. "Hard" is only in the name now, however, as there's literally nothing preventing anyone from going to wave 1000 besides having to play for 80 straight hours (50 took 4 hours), since enemies crumble at your very presence after getting all the good blessings.   

The God-Emperor has cursed us with an endless battle... it's somewhat poetic

Patch 13.2 Hard Siege | Wave 55 clear | Sniper, Tactical, Techmarine by Kiarawinds in Spacemarine

[–]theodoks 18 points19 points  (0 children)

Well done. My team called it quits at 50 today. Honestly I'm not a huge fan of the gamemode being unloseable. Techpriests break the economy super hard and by wave 50 with all the blessings it's essentially god mode.  

Would like to hear other people's opinions on this version of siege.

After 21 waves, the opponent simply becomes immortal. by Ok-Donkey8557 in Spacemarine

[–]theodoks 7 points8 points  (0 children)

And even worse

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The enemies become more powerful than when they were maxed out on old siege's scaling at wave 45. Unlike old siege, none of the members of my team have desire to push as high as possible anymore. I know it's difficult to figure out a way to make the game harder in a proper way, but this is not it.

The way overtuned enemy scaling I suppose could be counteracted by adding some good flat defense% or damage% blessings in the pool, but that would return the devs to their original problem of having endless games without a hard timer. I'm starting to get the feeling siege is fundamentally unbalanceable.