Search found 807 matches

by Frightning
Sun Jun 03, 2018 1:48 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22156

Re: How to fix module balance

Regarding power situation, a better solution instead of nerfing power generation would be to increase energy usage of most buildings. Now at face value that might seem like 6 one way, half a dozen the other, but it's not because now the energy savings of Eff modules compares MUCH more favorably with...
by Frightning
Fri Jun 01, 2018 6:24 pm
Forum: Balancing
Topic: Shotgun is embarrassingly bad right now
Replies: 77
Views: 31374

Re: Shotgun is embarrassingly bad right now

So it's maybe not so easy to fix (I'm wondering if lowering pellet counts a bit may be worthwhile to give more room for buffing it's effective DPS against armored targets a bit without making raw DPS get out of hand). I would go the other direction and increase the number of pellets. That way you c...
by Frightning
Thu May 31, 2018 4:27 pm
Forum: Gameplay Help
Topic: Major Electricity Problem
Replies: 17
Views: 10234

Re: Major Electricity Problem

My quick suggestion for getting things running again is to simply remove all but a few of the Radars. They each consume 300kW when running, which is frankly a lot (furnaces consume 180kW and electric miners only 90kW for comparison). You only need a few Radars to scout their full survey area in an h...
by Frightning
Thu May 31, 2018 11:59 am
Forum: Balancing
Topic: Shotgun is embarrassingly bad right now
Replies: 77
Views: 31374

Re: Shotgun is embarrassingly bad right now

piercing shells do 16×(8+12.8)×3.2/s Combat shotty multiplies another 1.2x damage in. It's very handy. I find that by the time I can fill turrets with a full 200 stack of ammo (don't ever ever ever do this, you'll lose the turret and 190 stacks of ammo. place 4x50 or 8x25 turrets instead) I can als...
by Frightning
Wed May 30, 2018 8:33 pm
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22156

Re: How to fix module balance

But prod1's aren't underpowered. They are in fact absurdly powerful. The only issue with them is players use blueprints and the game can't automate module swapping. So rather than play the module swapping game, it's less thinking to plop down a prefab prod3 blueprint instead of incrementally upgrad...
by Frightning
Tue May 29, 2018 10:49 am
Forum: Balancing
Topic: How to fix module balance
Replies: 78
Views: 22156

Re: How to fix module balance

The problems with modules cannot be fixed with just number tweaking. They are fundamentally a result of the way they work and are implemented in the game currently. Your proposed changes to prod modules will break the game (specifically allowing them in beacons=it's possible to make, for a 3x3 assem...
by Frightning
Wed May 23, 2018 2:23 pm
Forum: Gameplay Help
Topic: Throughput unlimited balancers
Replies: 15
Views: 15284

Re: Throughput unlimited balancers

Once that bottom dead end output fills up and jams, that math is incorrect. The bottom underground is moving at 0.5, so the belt between the middle splitter and bottom right splitter is capped at 0.5 as well. That extra 0.25, which can't go on the bottom jammed up belt, should be forced from the mi...
by Frightning
Wed May 23, 2018 10:49 am
Forum: Gameplay Help
Topic: Throughput unlimited balancers
Replies: 15
Views: 15284

Re: Throughput unlimited balancers

I found this out in my own testing over a year ago, was part of the discussion about UTU balancers (Universally Throughput Unlimited). Using only 3/4 input belts of the standard 4x4 balancer would result in throughput loss, even for only 3 output belts. I noted that part of the problem was that the ...
by Frightning
Wed May 23, 2018 10:35 am
Forum: General discussion
Topic: efficiency of dragon's teeth on biters
Replies: 32
Views: 16226

Re: efficiency of dragon's teeth on biters

I wonder if the devs could implement something like SC2's pathfinding (greatly improved compared to SC:BW via the use of fluid-flow algorithms if memory serves). Same techniques have been used in other media and other games (SupCom2 comes to mind) for the same reason.
by Frightning
Sun May 20, 2018 10:30 am
Forum: General discussion
Topic: Pollution is counter-intuitive?
Replies: 37
Views: 24434

Re: Pollution is counter-intuitive?

I want to like the mechanic, not just because of the moral value, but also because of the general idea of "pollution bothers biters -> biters attack" but I feel like the mechanic is falling short in many ways. TL;DR: It's just not an elegant solution. Evolution (aka difficulty) should be ...
by Frightning
Wed May 16, 2018 10:24 pm
Forum: General discussion
Topic: Prod3 in mid/late-game science-pack production?
Replies: 15
Views: 6167

Re: Prod3 in mid/late-game science-pack production?

once you get the higher mining productivity bonuses the difference those modules make is negligable. Once you get high mining productivity the effective speed is still high, so you might as well put in some productivity modules. Except the prod bonus from the modules is additive with the one from m...
by Frightning
Sun May 13, 2018 7:47 pm
Forum: Gameplay Help
Topic: Combinator help
Replies: 7
Views: 2361

Re: Combinator help

If you want a better first practical circuit to try making on your own. Have a look at Advanced oil processing and try and setup some circuits to control cracking of Heavy oil into Light oil and Light oil into Petroleum gas. The goal, imo, should be that you keep at least a modest stock of the first...
by Frightning
Mon May 07, 2018 6:36 am
Forum: Gameplay Help
Topic: Slow oil field? Bad plumbing?
Replies: 11
Views: 11550

Re: Slow oil field? Bad plumbing?

Yeah, my rule of thumb, assuming the oil patches are at least 100%, is 3-4 pump jacks per pipe if at all possible. No math on my part, just seems to work well enough for me. :mrgreen: Rules of thumb are good, they don't hurt my brain :) And I assume the rules extends to 3-4 per pipe, up to a total ...
by Frightning
Sun May 06, 2018 10:40 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10612

Re: On the capacity of trains

Regarding my previous assertion about upper bound train throughput, I am going to assume that vehicle acceleration is implemented as a modifier to the train's power (so 250% vehicle acceleration means that the 600kW loco functions as though it had 2.5*600kW=1500kW=1.5MW of power). And with that assu...
by Frightning
Sun May 06, 2018 8:02 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10612

Re: On the capacity of trains

I believe they reserve their entire braking distance. If we assume trains brake using constant deceleration, then doubling the speed will increase the braking distance by a factor of four. So increasing train speed can actually decrease throughput. For trains of a given length, yes, but one can len...
by Frightning
Sun May 06, 2018 6:52 pm
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10612

Re: On the capacity of trains

lower speeds work better for higher throughput). hhhhhhhowwwwwwww did you come to this conclusion again? Slower things move slower. It's kind of implied. Granted a system that can maintain a slow but steady pace will be far more reliable than a fast system that suddenly gridlocks. Did you read my f...
by Frightning
Sun May 06, 2018 4:13 pm
Forum: Gameplay Help
Topic: Slow oil field? Bad plumbing?
Replies: 11
Views: 11550

Re: Slow oil field? Bad plumbing?

Easy way to tell if your pumpjacks are connected or not: watch them for a bit and see if they all continue to animate. If some of them stop, those ones aren't connected to the rest of the system (and have now filled up their pipes with oil). Also, what is the yield of that entire patch, according to...
by Frightning
Sun May 06, 2018 7:59 am
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10612

Re: On the capacity of trains

Ultimately this will give you a single value: The number of cargo cars flowing through a point per second. You can get an exact measurement of this in game by using standardized train sizes and counting the number of trains that flow through a point. If you get 10 trains a minute and they are 1-3-1...
by Frightning
Sun May 06, 2018 1:40 am
Forum: Gameplay Help
Topic: On the capacity of trains
Replies: 31
Views: 10612

Re: On the capacity of trains

The most direct way to compute the theoretical upper bound is to determine max train speed and the corresponding loco-to-wagon ratio required to attain this speed. Then, suppose one had an 'infinitely' long train featuring said ratio. Such a train would travel at the top speed of trains, and hence m...
by Frightning
Fri May 04, 2018 1:06 am
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 66472

Re: Speed modules are sometimes more efficient than Efficiencies

Furnaces seem immune from this issue as they only have 2 slots, so Eff3s will actually (probably) always make sense in them. Eff3 as far as I can tell -never- makes sense Ahh yes, of course, it's much better to put Eff2 in furnaces than Eff3. What I meant there by "always makes sense" was...

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