Search found 558 matches
- Wed Jun 01, 2016 11:03 pm
- Forum: Balancing
- Topic: Shotgun vs. Submachinegun
- Replies: 9
- Views: 7222
Re: Shotgun vs. Submachinegun
Yeah, so all the more reason to give a final damage upgrade to bullets. Provided your power grid holds up (and it will when your defenses are set up well), their higher DPS than lasers is their one saving grace, perhaps they should SHINE at that rather than barely scrape by.
- Wed Jun 01, 2016 7:39 pm
- Forum: Balancing
- Topic: Tank upgrade
- Replies: 22
- Views: 8698
Tank upgrade
Disclaimer: I am aware that "more vehicles" is a common suggestion, but I sifted through the forums quite a bit and couldn't actually find much about tanks specifically, save for a flamethrower tank suggestion, and some other highly specific tank ideas, or overly general perhaps being as ...
- Wed Jun 01, 2016 6:08 pm
- Forum: Balancing
- Topic: The obsolete turret problem
- Replies: 34
- Views: 17585
Re: The obsolete turret problem
Here's something you guys seem to be missing: gun turrets fall behind against bigger biters if they aren't upgraded, but stay ahead (at least in applied DPS) if they are upgraded high enough. The problem I have with it is that the biters' physical resistance is entirely as an amount reduction, no pe...
- Wed Jun 01, 2016 5:38 pm
- Forum: Balancing
- Topic: "Eras" of Factorio
- Replies: 15
- Views: 7052
Re: "Eras" of Factorio
And, research efficiency is a pretty much useless upgrade. If it were truly 'research efficiency' (more research per science pack), then it would be kind of mandatory early research. But really, it's just 'research speed', which I don't bother with unless there's nothing else left, because you can ...
- Wed Jun 01, 2016 4:46 pm
- Forum: Balancing
- Topic: Shotgun vs. Submachinegun
- Replies: 9
- Views: 7222
Re: Shotgun vs. Submachinegun
I couldn't help but notice that big and behemoth biters have very low percentage resistance to physical damage; it is only the amount reduction which makes the SMG and shotgun weak, but gun turrets can take them down very easily as long as they have a high enough base damage, because the gun turrets...
- Wed Jun 01, 2016 4:13 pm
- Forum: Balancing
- Topic: Shotgun vs. Submachinegun
- Replies: 9
- Views: 7222
Re: Shotgun vs. Submachinegun
I don't understand how it's balanced for them to be better at first and then worse later. Balance is when it's not necessarily better than an alternative option. Why should my gun turrets inevitably become all but useless? People can do all the math they want and say the gun turrets have higher DPS ...
- Wed Jun 01, 2016 3:58 pm
- Forum: Implemented Suggestions
- Topic: Walking on Belts (New Power Armor module)
- Replies: 20
- Views: 11262
Re: Walking on Belts (New Power Armor module)
Why would you ever exit this mech suit then? It's a lot bigger than you, so you'd get out when you need to get through narrower passages. It wouldn't be very good for weaving between dense buildings, and it would have a lot of trouble getting through thick forested areas. Also, you'd get out of the...
- Wed Jun 01, 2016 9:34 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196040
Re: Solar panels less of a no-brainer
I don't favor making power poles the target of alien attacks since it could have quite a lot in the way of unintended consequences. Lines to mining outposts need to be defended where before they could be made reliable for example. I wish they were at least a bit of a target. I was running between t...
- Wed Jun 01, 2016 9:27 am
- Forum: Balancing
- Topic: Gun Turret - Distance Upgrade or Recycle option.
- Replies: 15
- Views: 4198
Re: Gun Turret - Distance Upgrade or Recycle option.
I'd like to be able to use my steel production to produce a gun turret base that has more than 400 hit points, but as others have said you just have to mix your turrets. I just got through setting up automatic refilling on my base, and when I got laser turrets I just slipped them in between the othe...
- Wed Jun 01, 2016 9:03 am
- Forum: Balancing
- Topic: Vehicle Cargo Sizes
- Replies: 2
- Views: 1217
Re: Vehicle Cargo Sizes
I don't like that idea. I hate games with campaigns that give you false expectations of the game. It would be pretty absurd to make a major point of filling up 80+ units of cargo when the cars in the main game have only half that. Given that later in the campaign you do set up base along your road t...
- Wed Jun 01, 2016 8:50 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36717
Re: Allow Modular Armor to Gain Energy from Electric Network
I don't see too much of a problem with making it a tech you can research, but I really do think the modular armor should have SOME use immediately, even if it's just higher base stats.
- Wed Jun 01, 2016 7:36 am
- Forum: Balancing
- Topic: Vehicle Cargo Sizes
- Replies: 2
- Views: 1217
Vehicle Cargo Sizes
I won't attempt to suggest that train cars should hold more because they're so huge. I can see game balance reasons for not allowing them to hold more. But cars and tanks have monstrous cargo space which seems odd. I have used them to transport goods between bases a few times. There's much more spac...
- Wed Jun 01, 2016 7:21 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36717
Allow Modular Armor to Gain Energy from Electric Network
I noticed that immediately after you research basic modular armor, you get an armor item that has zero benefits over the previous heavy armor. You cannot gain any usage from the modular armor until you research portable solar panel and at least one other module. It seems to take so long to get anywh...
- Wed Jun 01, 2016 7:05 am
- Forum: Implemented Suggestions
- Topic: Walking on Belts (New Power Armor module)
- Replies: 20
- Views: 11262
Re: Walking on Belts (New Power Armor module)
Howabout a mech suit? It's like a cross between an advanced armor and an advanced tank. You'd place it as a vehicle and get inside. Advantages over power armor: 1.) it has it's own (small) cargo space 2.) faster base movement speed 3.) you can wear power armor while inside it 4.) you won't be pushed...
- Wed Jun 01, 2016 6:57 am
- Forum: Implemented Suggestions
- Topic: Furnace upgrades?
- Replies: 14
- Views: 9353
Re: Furnace upgrades?
I feel like the electric furnaces are more of a side-grade than an upgrade anyway. They have a larger size but don't need a coal line. They have the same smelting power as a steel furnace. A line of steel furnaces can smelt faster at the same length unless the electric furnaces have speed modules. A...
- Wed Jun 01, 2016 6:44 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 60701
Re: Supression of the size shift of electric furnaces
I had an idea to partly resolve this issue: howabout the electric furnace is able to put its contents onto a transport belt much like a mining drill can, then when you remove a line of inserters to make room for the furnaces, you can leave the belt in the same place? I feel like the electric furnace...
- Wed Jun 01, 2016 6:33 am
- Forum: Balancing
- Topic: Big worms vs early game
- Replies: 13
- Views: 6412
Re: Big worms vs early game
Worms don't change as game time progresses, so big ones must spawn at the beginning. They won't spawn in your starting area, but beyond that you just have to ignore them until you have the tech to go up against them.
- Wed Jun 01, 2016 5:33 am
- Forum: Balancing
- Topic: Shotgun vs. Submachinegun
- Replies: 9
- Views: 7222
Shotgun vs. Submachinegun
This is a suggestion about game balance, so I'm not sure if it should go in suggestions or balancing. It is neat to have two very different weapons, however depending on your tech level, either one may outperform the other to such a great extent as to make the other weapon useless. I think perhaps a...