Search found 32 matches
- Tue Aug 23, 2016 7:18 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8064
Re: Weapon Balance
Well, grenades are still more cumbersome to use (though acting as consumable items might be an advantage too since you can keep your main weapon equipped) They're also insanely expensive, costing over 135 resource units for a single one compared to 10 units for a whole can of fiery goodness. Tech is...
- Mon Aug 22, 2016 9:11 pm
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6124
Re: Shotgun ammo is too cost efficient
The answer to your first question is this: DPS of vehicle machine gun is the same as SMG but it isn't affected by shooting speed upgrades (so it is comparatively worse later on), turret has 100% damage bonus, and separate extra line of damage upgrades so it is much more efficient (but still much wo...
- Mon Aug 22, 2016 8:11 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8064
Re: Weapon Balance
The combat shotgun -is- a direct upgrade, in every single way. Yes okay having a separate research tree and ammo production it should be stronger, but over sixteen times stronger AND piercing enemies is a bit much. I would prefer the option of using grenades instead for large waves and cleaning up ...
- Mon Aug 22, 2016 4:33 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8064
Re: Weapon Balance
I know it's not AoE in the true sense of the term but the point is it deals significantly more damage to multiple targets. And I'm more talking endgame stuff here, the point you start needing to wade through huge nests to build mining outposts. You typically don't care about research costs at this ...
- Mon Aug 22, 2016 3:42 pm
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6124
Re: Shotgun ammo is too cost efficient
The superiority in raw damage/sec of shotgun shells would imply that cost should be to equal or greater than (or at the very least similar to) cost regular magazines (ditto piercing stuff), but that is not what we see, not even close. Also the firing times also suggest that number of shots per reso...
- Sun Aug 21, 2016 4:13 pm
- Forum: Balancing
- Topic: Weapon Balance
- Replies: 13
- Views: 8064
Re: Weapon Balance
Rockets need way more AoE, way more damage and way more range. Should be able to take out at least two spawners (see below) with 2 shots from well outside biter aggro range. While this may seem OP, keep in mind the cost in making them and that once you hit the base the biters will be after you anyw...
- Sun Aug 21, 2016 3:29 pm
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6124
Re: Shotgun ammo is too cost efficient
Combat definitely has room for improvement beyond basic things like dmg/cost, but the reason I bothered posting this, is that it's such a significant, obvious, and most importantly easy to fix issue. As it stands right now, the Combat Shotgun with reg/piercing ammo outperforms the SMG handedly by e...
- Sat Aug 20, 2016 11:28 pm
- Forum: Balancing
- Topic: Shotgun ammo is too cost efficient
- Replies: 16
- Views: 6124
Re: Shotgun ammo is too cost efficient
Have you actually tried shooting large/behemoth biters with an SMG? How about walking close to a base and causing dozens of those to spawn every few seconds? Yes, as you demonstrated shotgun ammo is much more potent than standard bullets, and it has to be. First of all it's a tech unlock, so it has ...
- Fri Aug 19, 2016 4:16 pm
- Forum: Balancing
- Topic: Solar Power Upgrade Research
- Replies: 7
- Views: 3085
Re: Solar Power Upgrade Research
I know the real life principles. So the downside would be "expensive + needs water"? I wouldn't mind fission/fusion being direct upgrades to burner/solar respectively, but you could also add some mechanics to make it more engaging. Without postulating entirely new game mechanics the fissi...
- Thu Aug 04, 2016 6:28 pm
- Forum: Balancing
- Topic: Solar Power Upgrade Research
- Replies: 7
- Views: 3085
Re: Solar Power Upgrade Research
The basic problem with your suggestion is that the space demand actually is one of the few costs associated with solar. The panels are expensive, yes, but they provide endless power with no maintenance, upkeep cost or manual intervention. They also don't cause any pollution or aggro, so instead the ...
- Mon Aug 01, 2016 4:08 pm
- Forum: Balancing
- Topic: Alien evolution in 0.13 - too slow?
- Replies: 12
- Views: 4692
Re: Alien evolution in 0.13 - too slow?
I've always thought the evolution was too slow, but i guess it's nice this way because it doesn't rush the player to get military improvements, so you can relax and spend time on your designs. Not so much "too slow" and more "not dynamic enough". If you're a fairly new player an...
- Mon Jul 25, 2016 9:33 pm
- Forum: Balancing
- Topic: Laser turret suggestion
- Replies: 6
- Views: 3840
Re: Laser turret suggestion
There are many things that could be done, but why should they be done? Your idea doesn't really fix turret creep except for insanely large bases, you can set up the first nest outside the spawn range and let it charge before pushing in. Nerf the sustained dps too much and gun turrets will just compl...
- Sun Jul 24, 2016 11:07 am
- Forum: Balancing
- Topic: Shotgun techs
- Replies: 4
- Views: 1588
Re: Shotgun techs
Well, a hit-and-run with the flamethrower is essentially a one-hit-kill from max range against spawners and can not be bodyblocked by biters! Combat upgrades definitely need an overhaul though, they seem to be balanced more around "equal numbers" than "equal value". Rolling the s...
- Sun Jul 24, 2016 10:55 am
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27579
Re: Efficiency modules need a downside
The current system causes pollution to scale directly with the structure's energy demand. Reducing energy use directly reduces pollution, and increasing energy demand obviously increases pollution. You can ALSO reduce the pollution multiplier separately, which some mods play around with. Both attri...
- Sat Jul 23, 2016 11:57 am
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27579
Re: Efficiency modules need a downside
Mods are besides the point, it's just more obvious. The benefit of an eff module is precisely proportional to the kW usage of the machine. An eff1 module is twice as effective in a machine which consumes 420kW than one which consumes 210kW. This is a benefit straightforwardly compared with solar/ac...
- Fri Jul 22, 2016 3:50 pm
- Forum: Balancing
- Topic: [0.13] Power armor damage reduction applying before shields
- Replies: 4
- Views: 2104
Re: [0.13] Power armor damage reduction applying before shields
Not necessarily if "toughness" also includes sustained survivability. Being able to shrug off sustained fire from a dozen Big Worms or Behemoth Spitters is a massive advantage over barely taking one volley without health damage. In the current patch we simply have the numerical balance pro...
- Thu Jul 21, 2016 6:10 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27579
Re: Efficiency modules need a downside
That might actually work to improve Eff2+3, but you vastly overestimate the effect on T1. Instead of adding modules you can always build more solar panels to achieve the same net effect, and those don't have any diminishing returns. I also vehemently disagree with nerfing vanilla mechanics for the s...
- Thu Jul 21, 2016 4:31 pm
- Forum: Balancing
- Topic: [0.13] Power armor damage reduction applying before shields
- Replies: 4
- Views: 2104
Re: [0.13] Power armor damage reduction applying before shields
Possibly less combat-inclined players struggling with the ultra-lategame waves of Behemoths. Other than that, while shields were fine in my eyes even against those the armour resistances themselves definitely weren't. Just looking at the stats of the power suits themselves the resistances were prese...
- Thu Jul 21, 2016 3:53 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27579
Re: Efficiency modules need a downside
Diminishing returns can be done without any arbitrary limits and tables and such: just make the efficiency modules multiplicative instead of additive. So if I have 2 tier 3 efficiency modules, it doesnt reduce power by .5+.5=100%, it reduces power by (1-.5)*(1-.5)=75% ...and either makes the first ...
- Sat Jul 16, 2016 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Improvment to Roboports Charging
- Replies: 15
- Views: 4604
Re: Inprovment to Roboports Charging
The biggest hinderance to the charging process happens after bots completely dry out. Normally those last 2 tiles to the pad are quick when a bot blasts its last bit of energy to refill. But after going flat, those same two tiles become a massive burden. The roboport charging process is nearly cut ...