Search found 809 matches

by Hannu
Tue Nov 10, 2020 11:22 am
Forum: General discussion
Topic: Help! We are running out of bug reports!
Replies: 11
Views: 1578

Re: Help! We are running out of bug reports!

Hey, they plan a new method for money collection. They sell a game without bugs and bugs must be bought separately. Maybe there will be popping microtransaction window with option "OS crashing 10 €, game crashing (with save file corruption) 5 €, game crashing (without save file corruption) 2 €, seve...
by Hannu
Thu Nov 05, 2020 8:54 am
Forum: Implemented Suggestions
Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
Replies: 7
Views: 256

Re: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints

Removing of connections should be behind more complex key combination. There is no need to make it many times in building but it make annoying unintentional problems when for example I adjust inserters in stations and mouse hits to poles.
by Hannu
Thu Nov 05, 2020 8:42 am
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

I thought most people researched mining productivity and bot speed I think so too. But in my opinion resource gathering is essential part of logistic game and high mining productivity makes minefields practically infinite. That may be different with those who use beacons to increase throughput to s...
by Hannu
Tue Nov 03, 2020 7:48 am
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

how do you consume military science packs if they are not required for research? I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing...
by Hannu
Wed Oct 28, 2020 2:07 pm
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 20
Views: 1029

Re: Spidertrons need to be damaged by explosions

Have you considered a tileable expanding wall blueprint? You just place wall/artillery modules one after another to expand and can remove it when you are done. I have tried it. It works, but spidertron is more interesting way to do it. When I am at that phase in my game that I conquer my main area,...
by Hannu
Wed Oct 28, 2020 2:02 pm
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 20
Views: 1029

Re: Spidertrons need to be damaged by explosions

If you don't want to use the highly effective tools the game provides to you for the express purpose of the thing you desire, you shouldn't be complaining about the difficulty of the thing you desire. You are doing it wrong. As someone mentioned, Spidertron is highly effective tool I want to use ac...
by Hannu
Fri Oct 23, 2020 9:47 am
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 20
Views: 1029

Re: Spidertrons need to be damaged by explosions

Yes, that's called artillery. If it's not fast enough for you, bring more artillery or research more shooting speed. If it doesn't clear enough space, research more range. I do not like artillery. I have to build massive defenses around artillery base and move them always I move the cannon because ...
by Hannu
Tue Oct 20, 2020 11:12 am
Forum: Balancing
Topic: Atomic bomb is too weak
Replies: 3
Views: 345

Atomic bomb is too weak

I used atomic bombs first time in 1.0. They seem to be nerfed to pretty useless compared with spidertron and rockets and artillery. I do not understand what is the point of making gorgeous graphics but balance weapon to level that you try it once and see it beautiful but useless. Also those craters ...
by Hannu
Tue Oct 20, 2020 10:57 am
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 20
Views: 1029

Re: Spidertrons need to be damaged by explosions

Even without PVP, [accidental] [self] friendly fire should be at least as dangerous in spidertron as in a tank. No thanks. If spidertron took damage from explosions destroying massive biter colonies would become very impractical because spidertron would destroy itself with own rockets. Now it is us...
by Hannu
Fri Oct 09, 2020 2:13 pm
Forum: General discussion
Topic: Bots versus Belts
Replies: 49
Views: 2724

Re: Bots versus Belts

Sorry, what's the math behind that? JIT demands that you optimize perfectly so there isn't anything less/or more than what is required to build. And factorio is all about JIT. Factorio has nothing to do with JIT. In real life everything costs and JIT is a way to optimize costs. In Factorio everythi...
by Hannu
Mon Oct 05, 2020 1:43 pm
Forum: General discussion
Topic: Bots versus Belts
Replies: 49
Views: 2724

Re: Bots versus Belts

The problem late game with belts is that for massive throughput you need massive belt lanes. And then most often you need to figure out how to balance those massive lanes. Where as bots can inherently self balance if setup correctly and have almost unlimited throughput by just adding more bots and ...
by Hannu
Sat Sep 26, 2020 7:07 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 217
Views: 73689

Re: The real reason that turret creep is a common strategy

I used to be a massive turret creep player, because for some reason I was averse to the early game weapons like poison/slowdown capsules and defenders. Good to know that combat bots may be useful again. I like them much more than laser defence, because they are expendable and production need to be ...
by Hannu
Sat Sep 26, 2020 11:16 am
Forum: General discussion
Topic: Planning vs Winging it
Replies: 32
Views: 1405

Re: Planning vs Winging it

So I guess my question is, can I enjoy and win this game by winging it? Or is proper planning absolutely necessary to both optimization and victory? As many already told, you can send a rocket (an official win) without optimizations and plannings. Just add more production when needed, some turrets ...
by Hannu
Sat Sep 26, 2020 9:20 am
Forum: General discussion
Topic: Killing nest are becoming annoying - Strategy to play?
Replies: 37
Views: 2117

Re: Killing nest are becoming annoying - Strategy to play?

Qon wrote:
Sat Sep 26, 2020 8:52 am
Roboports outrange behemoth worms so you can kill even them remotely as soon as you get good production of con bots and land mines and can accept some losses :)
Does worm trigger nearby landmine?
by Hannu
Sat Sep 26, 2020 9:18 am
Forum: General discussion
Topic: Killing nest are becoming annoying - Strategy to play?
Replies: 37
Views: 2117

Re: Killing nest are becoming annoying - Strategy to play?

I'm probably a bit late to the party, but I find the tank to be more than enough to get the job done on default settings. As I see it, there are 2 key points to follow to keep the biters from bugging you: Clear your perimeter a good distance beyond your pollution cloud Wall off that perimeter and g...
by Hannu
Thu Sep 24, 2020 5:50 pm
Forum: General discussion
Topic: Fluid Optimization not fixed for release?
Replies: 38
Views: 3723

Re: Fluid Optimization not fixed for release?

IMO wave (assuming that pipes are always partially filled) modelling of pipe flow is the main problem. The pipes should be modelled like water pipes in real life: always full and flow is controlled by pressure and flow resistance. Pressure should be decided by connected sources (including tanks whi...
by Hannu
Fri Sep 18, 2020 10:10 am
Forum: General discussion
Topic: Rant about universal strategies (main busses)
Replies: 33
Views: 1951

Re: Rant about universal strategies (main busses)

I play always my games through before watching videos or tutorials. It is the most interesting to find solutions by myself. I invented main bus in my first game after short unstructured beginning period. Actually not invented but just applied my knowledge as an engineer. Main bus like construction i...
by Hannu
Fri Sep 18, 2020 9:05 am
Forum: Balancing
Topic: Chests should have a max bots/s limit and more
Replies: 41
Views: 1847

Re: Chests should have a max bots/s limit and more

10K SPM bot based megabase = 8 UPS: https://imgur.com/a/hAngDer 10K SPM belt based megabase = 83 UPS: https://imgur.com/a/Qkre7bX Oh my would you look at that, there's almost exactly a 10x UPS difference between them. ;) Thanks for the information. I remember that with some previous versions bots w...
by Hannu
Fri Sep 11, 2020 9:08 am
Forum: Balancing
Topic: Core game balancing
Replies: 16
Views: 892

Re: Core game balancing

As I see it, the "early game" (Phase 1 + 2) is pretty enjoyable, for any kind of players at any speed. Next phases need either preparation or just waiting, and doing "useless" things to kill time. While I was the achievement, sometimes, I had no other choice than to just watch. Achievement should n...
by Hannu
Fri Sep 11, 2020 8:54 am
Forum: Balancing
Topic: Chests should have a max bots/s limit and more
Replies: 41
Views: 1847

Re: Chests should have a max bots/s limit and more

I can see 2 ways to balance this overpowered feel of bots: I think there is no ways. Nerfing of bots would hit to one of the most common and visible playstyles and induce too much resistance. This is more academic discussion than real try to change things. In my opinion an option of bots with colli...

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