![Factorio: Wave Defense [Normal] in 1h 4m 55s](/images/yt/ro/factorio-wave-defense-normal-in-1h-4m-55s-3vmpq.jpg)
Factorio: Wave Defense [Normal] in 1h 4m 55s
A speedrun of Factorio's Wave Defense scenario, in 1h 4m 55s. The measured time is from the first reveal of the chosen map through to rocket launch.
Map preview at: 2m 34s
Rocket launch: 1h 7m 29s
[Concurrent commentary, no game sounds]
(I've included the back end of a false start where I was limit testing just how aggressive an undefended external oil outpost can be. Uh, spoilers, it doesn't work, which really was established back at "false start". I'm still not sure which attack path went too close to the oil, maybe they were drawn to me out there at night? Biter battles participants will know that pathing attacks sometimes go to players too. Moving on. But the good map is the very next reroll, so that's nice.)
This is getting closer to (my old) pace (not WR pace), so the landmine car push might just be the strat I stick with. (I should probably demonstrate the D3 shotgun push sometime too, it's viable for 70m and I've not seen it elsewhere.) I didn't overbuild 100 prodmods this run, but I also made a copper compressor misplay which I noticed but just hoped wouldn't be an issue. Turns out I was short both on green chips and copper for LDS, so yes, that was the thing. There was also a very long initial coal line discouraging me from onlining the patch infrastructure immediately. But that's likely not a big deal, since there's other stuff to do and it's mostly APM limited at that point anyway. (Plus I realised later I'd picked up a coal rock, still not a big difference.)
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