Short answer: Laser turrets.
Long answer: Definitely laser turrets.
Search found 108 matches
- Sun Feb 19, 2017 7:47 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 26322
- Sat Feb 18, 2017 11:20 pm
- Forum: Balancing
- Topic: Increase bot energy by 10x-40x
- Replies: 0
- Views: 871
Increase bot energy by 10x-40x
Currently, there's many situations where bots will get stuck in slow-state, having run out of energy. The two most common situations are large non-rectangular logistic networks, and the player moving while personal roboport bots are out doing stuff, I'm sure there's other situations as well. However...
- Sat Feb 18, 2017 10:50 pm
- Forum: General discussion
- Topic: Module Math
- Replies: 5
- Views: 5837
Re: Module Math
Right, but that never actually happens in a realistic scenario :P If it's only one deposit, you aren't going to waste 20+ x3 modules, and if it's more than one deposit, you won't be able to fit more than about 8. I seem to average, like, 3 beacons per deposit in real games. I actually wonder if at a...
- Fri Feb 17, 2017 9:16 am
- Forum: General discussion
- Topic: Idea: Replace "research" with "prototyping"
- Replies: 16
- Views: 5582
Re: Idea: Replace "research" with "prototyping"
Suggestions that touch core game mechanics ike research cannot be aimed to improve veteran players' experience at the expense of newer players, especially in a game like factorio where so few players make it to end game. In that case this would be godawful, as most players can't even get the automat...
- Fri Feb 17, 2017 9:05 am
- Forum: General discussion
- Topic: What does your mega-base actually produce?
- Replies: 21
- Views: 14415
Re: What does your mega-base actually produce?
Prod/Speed3 modules are a good resource sink before you hit megabase levels. Getting all your assamblers/derriks beaconed and proded up is hours of work, adding smelters takes dozens of hours if you've got hundreds and are expanding to build more modules faster. Of course, since they explode your ef...
- Sat Feb 11, 2017 11:24 pm
- Forum: Balancing
- Topic: Smaler Robot Stacksize
- Replies: 8
- Views: 3098
Re: Smaler Robot Stacksize
This actually makes sense with what the OP suggests, then, as a 50->10 stack size would mean 70 bots per roboport, above your 50 rule of thumb, with some wiggle room. That being said, not sure it'd work in practice due to construction bots, even with 20 stack size. You'd have to have dedicated slots...
- Sat Feb 04, 2017 6:27 am
- Forum: General discussion
- Topic: Best way to kill a lot of biter nests?
- Replies: 15
- Views: 11603
Re: Best way to kill a lot of biter nests?
It should. Most of us are talking about laser turrets, not personal laser defenses, though. However, one reason you might not see dps increases for either is if you're not using accumulators for turrets or don't have a fusion reactor for personal laser.
- Tue Jan 31, 2017 2:53 am
- Forum: General discussion
- Topic: Train bandwidth Questions
- Replies: 34
- Views: 14699
Re: Train bandwidth Questions
Two things. First, you pretty much answered your own question: I am guessing this is mostly caused by the fact that I don't have any stack inserter bonus. At what stack bonus do trains become useful? https://wiki.factorio.com/Inserter_capacity_bonus_(research) I.e. at max research you have 6 times t...
- Sun Jan 22, 2017 3:18 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80581
Re: Trains vs conveyors?
Yeah it's getting old now xD For the record, like I said, I use trains anyways because multi-lane long distance belts will probably just melt your laptop.
- Sun Jan 22, 2017 3:15 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80581
Re: Trains vs conveyors?
Sure but that's no different than a train station. If active providers are full you need to build more storage chests, otherwise your trains stop emptying.
As for yellow belts I meant only regarding very low resources across the board. Otherwise multiple red/blue belts of course.
As for yellow belts I meant only regarding very low resources across the board. Otherwise multiple red/blue belts of course.
- Sat Jan 21, 2017 6:13 am
- Forum: General discussion
- Topic: Best way to kill a lot of biter nests?
- Replies: 15
- Views: 11603
Re: Best way to kill a lot of biter nests?
Yeah it gets pretty disgustingly powerful when you have mk2 and half a dozen personal roboports. They'll probably nerf it, but then again they're also going to nerf behemoths so people don't get stuck like this
- Sat Jan 21, 2017 3:33 am
- Forum: General discussion
- Topic: Best way to kill a lot of biter nests?
- Replies: 15
- Views: 11603
Re: Best way to kill a lot of biter nests?
Cheapest way pre-behemoth is probably fully upgraded shotgun and an exoskeleton if you're low on oil. But 63 hours in you probably have behemoths, so I'd say turret spam. Make a smallish blueprint of lasers (3x3 or 4x4), bring along a roboport or a few, a chest to be filled with a few dozen turrets ...
- Sat Jan 21, 2017 12:48 am
- Forum: Ideas and Suggestions
- Topic: Hand Crafting Speed Module
- Replies: 17
- Views: 7014
Re: Hand Crafting Speed Module
Hah, you're right. I'm still thinking of filters as smart inserters which were the only ones that could connect to the logistic network and have conditions xD
- Fri Jan 20, 2017 11:26 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 80581
Re: Trains vs conveyors?
I don't get why people think because you're using belts that you suddenly lose the ability to share the line with separate resources. That only is true on the assembler level, not the long distance shipping level, and that seems to be the recurring reasons why people think trains are more flexible t...
- Fri Jan 20, 2017 6:32 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10898
Re: Don't sound the alarm again if the biters are already dead
Or just go hardcore and give no alerts, alerts as they currently exist are kind of wizardry in a tech game when you think about it :twisted: Still, any time when an alarm is playing twice is a situation when you should probably be looking at the map for attack markers anyways since that usually mean...
- Fri Jan 20, 2017 6:05 am
- Forum: Ideas and Suggestions
- Topic: Hand Crafting Speed Module
- Replies: 17
- Views: 7014
Re: Hand Crafting Speed Module
This just goes completely against the design of the game. By the time you have 500+ logi bots you should never have to craft again, just build one assembler for every item in the game, filter inserter limit them to output no more than 20-2000 depending on the item, and every time you want something ...
- Fri Jan 20, 2017 3:41 am
- Forum: Gameplay Help
- Topic: Energy efficiency vs production rate ballance
- Replies: 5
- Views: 1978
Re: Energy efficiency vs production rate ballance
You can also check the wiki: https://wiki.factorio.com/Inserter I believe "drain" is the energy use when idle, energy consumption when not. As you can see, idle is not even a single kilowatt, compared to 90kW for an active assembler. Edit: ah the other way around. Unless this is incorrect,...
- Thu Jan 19, 2017 4:26 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202167
Re: Parrallel processing in games & applications
Well, I think you're overestimating the average ability of a software developer when you say that the reason they don't use multithreading is because the chips only offer good single threaded throughput. Your average game developer has a BS in computer science, has "exposure" to parallel ...
- Wed Jan 18, 2017 5:08 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 202167
Re: Parrallel processing in games & applications
Software developers focus on single threaded throughput, because the chips only offer good single threaded throughput and the chips only offer good single threaded throughput because the software designers focus on it. If the software industry stopped thinking that multithreading is mutually exclus...
- Wed Jan 18, 2017 4:39 am
- Forum: Balancing
- Topic: Assemblers... tier 1, 2 and 3
- Replies: 6
- Views: 3639
Re: Assemblers... tier 1, 2 and 3
Well, I don't think the game should be balanced over an achievement. If anything, the achievement should be more generous and use a round number like 200. Which is still orders of magnitude less than in a normal game which would be around 50,000 crafts. Edit: Ah thought you were saying the achieveme...