I am playing wave defense together with a friend. We play 0.17 with the default mod settings (except for the amount of waves, we put them at 300 halfway).
We had a real hard time getting to wave 20, had to do a few restarts and the final try was with a blueprint of the starter base, a copy of our best earlier try. With that blueprint and a better idea of what to do we managed to get past that.
Right now we are at wave 250, that means the biters already have the maximum health of 2.1B. The last 100 levels the biter health has risen extremely fast, I am amazed we managed it this far. Basically the biter health increases at a logarithmic scale. The only weapon which has a non-linear damage increase is the gun turret (due to the turret but also the ammo getting the damage bonus, which stacks on top of each other). Till level 16, flamers are a must, but after that the biter health rises too fast for any weapon but the gun turret. Till level 40 or so, you can also use the poison capsules to get a small edge when you are in a tight spot.
Right now the only upgrades we do is bonus and gun ammo damage. Both are now at level 1600 or so, a turret does 1M damage for each bullet (uranium), and each upgrade costs 8m for the damage and 4M for the bounty. But for a while now, the damage upgrades have been unable to keep up with the biter health increase. At this point, killing a biter takes 2100 bullets, that's a whopping 35 uranium clips. So the only thing to do is to build more ammunition. We produce 900 uranium clips each minute, but now we probably need at least 1200 each minute. Our reserves are down and it takes too long to kill the biters, they chew through the walls and turrets alike. At this point, getting enough turrets to fire at an incoming wave also becomes an issue. We use chest fueled defense lines and also solid turret blocks which need to be hand resupplied. The ones with the chests are no longer dense enough, but the hand filled ones loose too much ammo if a turret gets killed.
For sure there is room for improvement, somewhere halfway, when we got our uranium ammo production up, we had a pretty quiet phase, we used it to upgrade our personal armor and the likes. But in hindsight we should have been producing even more ammo. And let the satellite rounds run on much longer to get that extra cash which is badly needed to keep up with your upgrades. Blueprints really save a lot of time there, but they all need to be custom tailored for the wave defense level.
But its a fun game, we had to load many times, if they break through in one spot, it is quickly done.
Thanks for this challenging mod OwnlyMe!