Search found 111 matches
- Wed Feb 20, 2019 3:45 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 53620
Re: Did no one else notice massive nerf of tank in 0.17?
I'm aware of those points. I generally dislike using construction robots for in-combat repairs, because they are pretty vulnerable, just by being outside the tank (and if you constantly take damage they will be constantly outside, regardless of how slow you are). Compared to the energy shield's ...
- Tue Feb 19, 2019 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Enemies +
- Replies: 28
- Views: 12170
Re: Enemies +
What I´d like to see is biter attacks being more coordinated. I see it time and time again, a seemingly huge colonn of biters marching towards my base and I think my defenses are done for, but then the whole colonn stops and the biters line up to attack one-by-one giving me an easy victory. I don´t ...
- Tue Feb 19, 2019 2:10 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 53620
Re: Did no one else notice massive nerf of tank in 0.17?
I think tanks are reasonably strong in terms of firepower, especially after investing into some research. What I do think they are not, is tanky (as one might think from the name). They also tend to have issues with large amounts of biters, which tends to happen when you clear nests (though the ...
- Sat Nov 03, 2018 1:49 pm
- Forum: Ideas and Suggestions
- Topic: Flamethrower turret improvement
- Replies: 3
- Views: 2192
Re: Flamethrower turret improvement
Flamethrower turrets are already very powerfull (against hordes, as mentioned).
A (more fun than usefull) way to improve them against single targets could be to allow players to manually controll them (maybe remotely? don´t know about that).
A (more fun than usefull) way to improve them against single targets could be to allow players to manually controll them (maybe remotely? don´t know about that).
- Sat Nov 03, 2018 1:36 pm
- Forum: Ideas and Suggestions
- Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
- Replies: 5
- Views: 2670
Re: What i would change on Factorio after playing it for one or two -thousand Hours.
@more radars: why not, instead, introduce a (possibly infinite) research that increases radar sight/scan range (and possibly the speed of the long-range scan)?
- Fri Nov 02, 2018 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 52350
Re: Local power connector module for modular armor
"Whenever you think you have a good idea, 5 minutes later you discover someone already had that idea."
Me, 5 minutes ago on another post.
Me, 5 minutes ago on another post.
- Fri Nov 02, 2018 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Late stage feedback/balancing/issues
- Replies: 15
- Views: 5724
Re: Late stage feedback/balancing/issues
Whenever you think you have a good idea, 5 minutes later you will realize, someone already had it.Since I missed it when I was reading through the backlog of FFFs and was just shown it, check out https://factorio.com/blog/post/fff-212 .
Well, luckily not always..
- Fri Nov 02, 2018 12:22 pm
- Forum: Ideas and Suggestions
- Topic: Late stage feedback/balancing/issues
- Replies: 15
- Views: 5724
Re: Late stage feedback/balancing/issues
For faster long-distance character movement (if at all), how about planes? Instead of rockets/teleporters?
For better personal train control: Maybe add an option (e.g. via a key) to remotely order a train set to manual to move to a certain point?
For example: press [key] -> click on rails next to ...
For better personal train control: Maybe add an option (e.g. via a key) to remotely order a train set to manual to move to a certain point?
For example: press [key] -> click on rails next to ...
- Fri Nov 02, 2018 11:57 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 52350
link personal power grid to factory power grid
I find it slightly strange/irritating that, despite doing exactly the same (producing, storing, transferring and using electrical power) the personal power grid (in modular armor) has no relation whatsoever to the "normal" power grid.
I see no reason, why one should not be able to take a wire and ...
I see no reason, why one should not be able to take a wire and ...
- Sun Oct 28, 2018 6:53 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 169885
Re: Friday Facts #260 - New fluid system
At the risk of repeating an already posted idea:
How about treating the fluid in pipes like items on transport belts?
-Stuff that produces fluids unloads it onto the "belt" (into the connected pipe segment).
-every pipe segment transfers it´s content to the next at a defined speed.
-junktions are ...
How about treating the fluid in pipes like items on transport belts?
-Stuff that produces fluids unloads it onto the "belt" (into the connected pipe segment).
-every pipe segment transfers it´s content to the next at a defined speed.
-junktions are ...
- Sun Oct 28, 2018 3:07 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 169885
Pipe mechanics similar to transport belts
[deleted (duplicate from the next post)]