Search found 102 matches
- Tue May 23, 2017 4:10 pm
- Forum: General discussion
- Topic: Does anyone even use rocket launcher or landmines?
- Replies: 19
- Views: 8109
Re: Does anyone even use rocket launcher or landmines?
Mines are garbage, but rockets are BOSS. Ok, I am not in lategame yet but assuming the stats, I find rockets the best for ground combat. With enough research you have massive AOE damage, fast movement speed, shield, and you can kill stuff very economically. And if you want to roflzomg everything you...
- Tue May 23, 2017 4:00 pm
- Forum: Releases
- Topic: Version 0.15.13
- Replies: 49
- Views: 32272
Re: Version 0.15.13
I am disappointed that the marathon mining drill cost has not been fixed yet. The blue science recipe was changed from assembly machine to mining drill BECAUSE they wanted to reduce the cost of blue science . The problem: If you play marathon this is a very huge nerf to blue science as the cost for ...
- Tue May 16, 2017 7:40 pm
- Forum: General discussion
- Topic: Any ideas for powerswitch mechanism?
- Replies: 7
- Views: 3151
Any ideas for powerswitch mechanism?
I am interesting in improving the finesse of my factory. For this reason Id like to have for instance a beaconed smelting area which works in pulses, depending on the input. So, consider this situation: Mining area produces steady flow of ores Smelting area which has more capacity of processing the ...
- Mon May 15, 2017 7:04 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15652
Re: 0.15 Oil Rebalancing - Too Far?
I actually agree. The 20% minimum is unnessary now as you can turn coal into oil. The game should be balanced in a way that oil patches alone are not sufficient in the long run.
- Sun May 14, 2017 1:50 pm
- Forum: General discussion
- Topic: Are efficiency modules even worth it?
- Replies: 28
- Views: 18288
Re: Are efficiency modules even worth it?
The only situation I can imagine mk 3 eff modules to be useful are miners in combination with speed beacons to keep pollution down to 20%. However, this is supersuperlategame when this starts to make sense..
- Sun May 14, 2017 8:06 am
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 6163
Re: This game could have existed without iron plates
Or wood^^or coal in your diesel-locomotive.
- Fri May 12, 2017 5:36 pm
- Forum: Balancing
- Topic: Lab Efficiency Research
- Replies: 24
- Views: 14420
Re: Lab Efficiency Research
It is fine as it is. You can view it this way: If you research lab speed, you save Mk 3 Modules.
- Thu May 11, 2017 9:01 pm
- Forum: General discussion
- Topic: .15 Expensive Recipe Science costs are inconsistent.
- Replies: 12
- Views: 4871
Re: .15 Expensive Recipe Science costs are inconsistent.
I see only a problem with BLUE science, as its recipe costs increases TWOFOLD in expansive mode: Iron gear AND mining drill cost more Please change the mining drill cost to normal(you still have increased cost as the base materials are more expansive) I am sure the cost of blue science is not on pur...
- Thu May 11, 2017 8:57 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53471
Re: Version 0.15.10
I like the new coal liquification recipe. Its actually quite easy to design and it makes the refinery complex more interesting.
- Tue May 09, 2017 10:14 pm
- Forum: General discussion
- Topic: so who's done a Death World?
- Replies: 19
- Views: 14524
Re: so who's done a Death World?
I am also in my second death world (after abandoning the first attempt) and come to similar conclusions. Laser Tower is incredible important. Yes, you can defeat medium biter, but then you need armor piercing bullets which are too expansive. You need to get lucky with the starting area. Another solu...
- Tue May 09, 2017 6:21 am
- Forum: Balancing
- Topic: 0.15 Should efficiency modules be more about pollution?
- Replies: 11
- Views: 5183
Re: 0.15 Should efficiency modules be more about pollution?
I agree with the idea. However, I have a different proposal: Why not abolish efficiency modules alltogether and subsitude it with pollution modules? As you correctly said: energy consumption can be trivialized (through solar and nuclear power) and as I view it efficiency modules main purpose is to r...
- Tue May 09, 2017 5:49 am
- Forum: Balancing
- Topic: 0.15 Iron vs Copper balance
- Replies: 21
- Views: 8806
Re: 0.15 Iron vs Copper balance
I agree totally. Wanted to write a thread like this myself. Iron Consumption needs reduction, copper consumption increase. I actually play marathon because of this reason, as there are the copper costs more balanced (but still not enough). What Id change in the normal recipes is this: Instead of 5 i...
- Sun May 07, 2017 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Radar cost increase/balancing
- Replies: 5
- Views: 2126
Re: Radar cost increase/balancing
Espacially in the beginning its nice to have 4 radars in order to reveal the map, so I am against it as a technology. However, I d like to see a much a significantly better, researchable Mk 2 version (Mk1 worse and Mk 2 better than the old radar)
- Sun Apr 30, 2017 8:07 am
- Forum: Balancing
- Topic: offshore pump
- Replies: 14
- Views: 4966
Re: offshore pump
Magic
- Sun Apr 30, 2017 7:58 am
- Forum: Balancing
- Topic: Steam tanks and heat loss
- Replies: 7
- Views: 3468
Re: Steam tanks and heat loss
Yes, storing steam seams a viable solution to manage the nuclear plant. If I am right one storagetank full of 500Β°C steam stores almost 5 GJ. I like the idea of storing steam. Maybe its not realistic, but a game does not have to be realistic.
- Sun Apr 30, 2017 7:44 am
- Forum: Balancing
- Topic: Nuclear Power at Priority 1
- Replies: 21
- Views: 13508
Re: Nuclear Power at Priority 1
Its actually a FEATURE that the reactor consumes fuel at a certain rate independent of energy consumption.
- Sat Apr 29, 2017 7:27 am
- Forum: General discussion
- Topic: Tank flamethrower - why doesn't it set things on fire?
- Replies: 18
- Views: 11561
Re: Tank flamethrower - why doesn't it set things on fire?
I actually liked the old flamethrower more.. Partly, because the new one requires more skill to aim^^
- Tue Apr 25, 2017 7:06 am
- Forum: Balancing
- Topic: Module Balance (Mostly Efficiency)
- Replies: 38
- Views: 11044
Re: Module Balance (Mostly Efficiency)
The biggest problem I see with modules is that energy consumption is linked with pollution and there is no antipollution module.
- Sun Apr 23, 2017 5:48 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196452
Re: Solar panels less of a no-brainer
I dont care that much anymore but my argument still stands: Even if solar panels production cost was HUNDREDFOLD solar energy would still be superior to any other energy form. Because dividing by 0 = breaking the game. It really is that simple. I was actually surprised about the nuclear energy addit...
- Sun Apr 17, 2016 9:36 pm
- Forum: Mods
- Topic: [MOD 0.12.22+] Vanilla Plus (obsolete)
- Replies: 9
- Views: 22498
Re: [MOD 0.12.22+] Vanilla Plus (1.0.5 small fix)
Sorry, I dont know how to add folder and I dont want to make things complicated with external downloads. Have you tried installing other zip programs? I would be surprised if a computer can't handle zip files. I use winrar which can be downloaded for free.