Search found 10 matches
- Mon Oct 29, 2018 11:05 pm
- Forum: General discussion
- Topic: Artillery train nest clearing strategy
- Replies: 26
- Views: 21034
Re: Artillery train nest clearing strategy
One important thing that hasn't been mentioned yet. Biters aggro against what shot the shell. So scheduled trains can easily draw biters into the tracks once they have left their stop, who then get hit by other trains, aggro against those and kill them. Of course you could have the train wait at ...
- Thu Dec 21, 2017 9:21 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42928
Re: Please make trains able to run over evolved aliens
[Koub] Merged into older topic with same subject.
Tip : make bigger, heavier trains
I have not tried this on this on the current patch with nuclear fuel. I did try 6 segment trains prior to this and it didn't seem to make a meaningful difference. I just don't really understand why we need some ...
Tip : make bigger, heavier trains
I have not tried this on this on the current patch with nuclear fuel. I did try 6 segment trains prior to this and it didn't seem to make a meaningful difference. I just don't really understand why we need some ...
- Thu Dec 21, 2017 8:46 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42928
200+ hour factory issue, please consider this, it's not fun.
I have many distant resource outposts connected by rail.
It's late game, most biters are green.
Biters were turned up, they cover almost everything. If an outpost looses power, it's almost immediately consumed (which is fine, biters should be a threat when you fail at something).
Early game, trains ...
It's late game, most biters are green.
Biters were turned up, they cover almost everything. If an outpost looses power, it's almost immediately consumed (which is fine, biters should be a threat when you fail at something).
Early game, trains ...
- Thu May 04, 2017 3:14 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42928
Re: Please make trains able to run over evolved aliens
It's important I think to not let perfection be the enemy of the good. I'm 100% for expanding out the combat gameplay, but if there's nothing cooking right now, just let the train run over the mobs in the meantime to address the gameplay issue.
I also dislike turret creep. One has to realize that ...
I also dislike turret creep. One has to realize that ...
- Thu May 04, 2017 1:54 am
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42928
Please make trains able to run over evolved aliens
I want to have aliens on my map
I want to have them grow, evolve, and attack my base
I want long train systems to remote resource bases
However if you want these things there's a big gameplay problem. Biters don't attack tracks, but they are attracted to you and the trains. And at max evolution the ...
I want to have them grow, evolve, and attack my base
I want long train systems to remote resource bases
However if you want these things there's a big gameplay problem. Biters don't attack tracks, but they are attracted to you and the trains. And at max evolution the ...
- Thu Dec 15, 2016 6:17 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 7134
Re: Late game annoyance
It would be great if something could be done about this before / at the same time, that nuclear power update goes through. I definitely want to do another play-through at that time, but this issue demotivates me a great deal to keep working on my endgame factory.
- Thu Dec 01, 2016 6:07 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 7134
Re: Late game annoyance
One note on this: One doesn't necessarily need to just give the train a flat damage boost. Instead the train could do percent damage rather than flat damage. In this way the train would function the same in the endgame as it does in the early game with respect to hitting mobs.
I don't really care ...
I don't really care ...
- Thu Dec 01, 2016 5:34 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 7134
Re: Late game annoyance
If the behavior was identical as now but damage increased such that it could run over a few green mobs before stopping. I don't see how this would be a practical defense in the late game as if you were intentionally setting things up such that they would run over attack waves... they would just ...
- Tue Nov 29, 2016 12:30 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 7134
Re: Late game annoyance
I'd just up the damage vs aliens such that the train still wrecks them just as well lategame as early game.
Adding additional gameplay would be cool, but there's plenty of cool additional gameplay that can be added on any topic and I don't feel that fixing this issue need wait for more train or ...
Adding additional gameplay would be cool, but there's plenty of cool additional gameplay that can be added on any topic and I don't feel that fixing this issue need wait for more train or ...
- Mon Nov 28, 2016 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 7134
Late game annoyance
Trains should be able to run over a few green mobs before being stopped. I'm at max evolution, and I think I turned up the aliens when I started the map as well. However aliens will occasionally wander onto the track, the train will stop and then the engine will be destroyed by them. It's then a ...