How to win a Campaign on Brutal 500%.
Contents
Campaign Brutal 500%
Preface
This is a custom game setting in which the Difficulty is set to Brutal and Attack Wave Multiplier set to 500%. Having completed several campaigns on Brutal, I gave this a try and OMG, it’s truly insane!
I’ll start by noting the news from the game’s Summer 2023 Update:
“The Riftbreaker is a very open-ended game. There is no right or wrong way to play. As long as you can sustain the economy of your base and withstand the enemy attacks, you can do whatever you like. You are free to use any of the available power sources, protect the base with a variety of defensive towers, and run any side projects you might come up with, like cultivating plants.”
So what follows is simply my way. This guide focuses on the initial few days as those are the most important.
Day 0
Figure 1: Default Brutal difficulty. Some towers at outermost buildings are enough.
This cannot work in 500%, the spawns are massive and they’ll spawn along the entire side of the map. So if they spawn on the left for example, they head to your leftmost defenses but also swarm over to your top and bottom areas. So in 500%, you must scout the map enough to determine NOW what your final defense line will be. Hopefully, at least 3 of each resource node are within those borders and the remaining 2+ are nearby (easily sold before attack hits them).
Figure 2: Starting area explored and final base borders defined.
Day 1
Day 2
Day 3
Day 4
Research Order:
Solid material storage is now at 9.5K.
The 3rd attack wave will hit late night. You should be able finish research for #1-#5. I got to #7 in mid battle and picked up 400 cobalt from mob drops. Still just canoptrix with arachnoids. So sentinel towers, flame towers and artillery towers. After fighting the canoptrix, you don’t really need to fight the arachnoids but it’ll really help to keep them targeting you while you run around and the towers kill them.
Figure 3: Key defense towers researched in time for next wave.
Day 5
Figure 4: Defensive layout for HQ lvl 4 upgrade.
Day 6
Day 7
The goal now is to leave HQ map for missions ASAP. The longer you stay here, the more attacks you endure. You still can’t cover the entire base borders with turrets. So depending on where the next attack comes from, you may need to sell (build more storage if full so no resources are wasted) existing turrets and build new ones facing the attack direction. Turrets should be mostly Sentinel with a few flamers up front and a small mix of Artillery (not too far back), Rocket and Acid Spewers. Have at least 6 Tower Ammo Factories running. If needed, sell resource factories outside base just before attack hits (and rebuild after).
Day 8 and Beyond
OK now you can go on the Hazenite Concentration mission. Wait, Armory 2 and Research Lab 2 have not been downloaded nor built. Just leave HQ first, we can download those next while doing Hazenite Concentration. If you don’t leave, you’ll eat another attack soon. Also research these:
The Hazenite Concentration mission is also in the Jungle biome but it has no periodic attack waves. It does have stealthed Kermons. So I like to run around slashing my sword. It also brings in leaves to keep Biocomposters running, at least till first Plant Cultivator is setup.
If you weren’t able to scan 10 Fungus Regula Corulus in the HQ map, don’t worry, scan what you can nearby, don’t waste time in HQ map looking for more. You can scan more here.
While waiting for Plant Cultivation 1 to download, explore the map and find suitable Mud and Sludge locations. Also start building Level 2 Carbonium/Ironium factories powered by Wind2 as you explore. Use Sludge for gas power and Mud for water. Build Outpost here. Build at least 1 Plant Cultivator set to Fungus Regula Corulus which gives a slow trickle of Cobalt, leaves and even Ironium. Build a few Tower Ammo factories here. If HQ map doesn’t have a lot of sludge/mud for energy, build Armory 2 and Research Lab 2 here or pop back to HQ, build/upgrade those, wait for them to finish (sometimes will bug out if you zone out of map before they finish) then zone back to Hazenite map. When Solid Materials Storage 2 is done, build enough to bring storage up to at least 30K. While storage is filling up, research your preferred Mech technologies after Armory 2 is done.
While in Hazenite map, I’d like to look for and scan 3 Baxmoth. That will enable Mech Combat Drones in Alien Research. My preferred Mech Armor Mods:
Note: The Defense Gear and Offensive Equipment will always give a speed increase at any level, but the Maintenance Tools only gives speed increase at Extreme Quality level and even that, it’s not a guaranteed attribute but since I normally craft 4 of them (see below), I always get at least one with that attribute.
A faster mech makes exploring and fighting so much easier. Also the modifiers in each slot stack up. So I can have 4x Energy Sensors if I want to farm mods (300% at Extreme quality). Whenever I do a big base building spree, I load up 4x Maintenance Tools for reduced cost and faster build times. At Extreme quality, the cost and time is only 36%!! That makes Fusion Reactors shockingly cheap and fast to build. Devs, please don’t nerf this.
Figure 5: Mech with 4x Maintenance Tools, Extremely quality. Runs fast and builds fast/cheap. Great for upgrading HQ, setting up new Outposts.
Figure 6: Mech with Energy Sensor, Maintenance Tools, Defense Gear and Offensive Equipment. Fast and can explore/fight well.
Preferred Mech Weapons:
- Sword with these mods:
- Hit Point Gain on Hit Enable. Amazing mod! Low HP? Fight more!
- Range. Increases range from 3m to 4m (Extreme)
- Any damage mod (prefer cold damage to slow monsters)
- Minigun with these mods:
- Homing Projectile Enable
- Target Piercing Enable
- Splash Damage Enable
- Grenade Launcher with these mods:
- Ammo Cost reduce
- Rate of Fire increase
- Any damage mod
- Plasma Gun with Homing Projectile and others
- Rocket Launcher with Homing Projectile and others
- Corrosive Gun with Homing Projectile and others.
After Hazenite map, the next missions will be the Acidic biome missions to enable Palladium. This is crucial for Gas Energy 2 (and 3). The next HQ upgrade really needs the energy as it enables more Comms Hub and Research labs. The 30K resource storage is for this. I personally slowly build the storage up to 50K before the next HQ upgrade. Then 100K for the next and 200K after that for final total (storage is spread across multiple outposts with a few in HQ). By then, your economy should be good enough to fight off 500% swarm after swarm. Now you can play your game however you like.
Tip: Shield Generators stack!!! One gives 4000 shield to walls and turrets, 2 will give 8000.
Tip: My final HQ defensive turret layout is simple – just 2 rows of turrets and 2-3 layers of wall. 1st row is alternating Minigun Towers and Plasma Towers. 2nd row is alternating Rocket Towers and Artillery Towers. Each corner gets a Gatling Laser Turret.
Figure 7: Final HQ defensive turret layout.
Tip: My Mining Outpost defensive turret layout is lighter. 1st row is repeating pattern of Minigun, Plasma and Rocket turrets. 2nd row is repeating Artillery towers with 2 empty spaces between each. Mining Outposts face 2 types of attacks.
Figure 8: Mining Outpost towers and completed objectives defense. Here, I’m standing in the middle of the tower line to lure some mobs away from the corners.
Tip: Each Mining Outpost usually gets 4 Tower Ammo Factories. That helps with the massive attacks back at HQ to prevent low ammo.
Tip: I find these towers to be useless:
- Railguns and Lasers eat too much energy to use them en masse.
- Attack Drone and Mine Layer towers are slow and bulky.
- Short range towers like Flamer, Shockwave not needed as monsters don’t get close enough. Any damage towers/walls take in late/end game is usually from very ranged mobs like Nurglax. None get close enough to need Flamers.
Note: The final attack wave in the game when you open the rift portal back to earth is bugged. It does not scale in difficulty or wave multipliers. So the “this is it” battle is quite a letdown.
More Guides:
- The Riftbreaker – System Requirements
- The Riftbreaker – Power Source Comparison
- The Riftbreaker – Defense Tower Range
- The Riftbreaker – Defense Tower DPS Breakdown
- The Riftbreaker – Useful Tips and Tricks
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