Search found 111 matches

by mudcrabempire
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 ...
by mudcrabempire
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 ...
by mudcrabempire
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 ...
by mudcrabempire
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).
by mudcrabempire
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)?
by mudcrabempire
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.
by mudcrabempire
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

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 .
Whenever you think you have a good idea, 5 minutes later you will realize, someone already had it.

Well, luckily not always..
by mudcrabempire
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 ...
by mudcrabempire
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 ...
by mudcrabempire
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 ...
by mudcrabempire
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)]

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