Ammo rebalance
Posted: Sun Sep 24, 2023 5:34 pm
I want to add 2c on defence economics. Hopefully, it might be useful for the expansion.
tl;dr Now Yellow-Red-Green ammo deal 5-8-24 damage. I believe, altering them to 4-10-28 would be better for game balance.
I believe that damage economics is important, especially for combat oriented plays (DW, Warptorio, some custom maps).
I believe, there's a problem with ammo balance that should be fixed, but is not discussed (or I haven't found the discussion).
I've searched through the forums and Discord a bit and the only comparatively recent discussion about defence economics I've found is a topic from Nefrums
viewtopic.php?f=16&t=88482
and some posts from Putin's chest on Discord.
I've looked at the following:
HP / final ammo dmg = shots to kill (round up).
Shots to kill * ammo cost (in ore) = cost to kill (CTK).
I've calculated CTK for all types of ammo and dmg upgrades and 4 kinds of biters.
First column are combinations of ammo and damage upgrade lvl.
All other columns - CTK a relevant biter (in units of ore).
Dark green - the best option of the three for a relevant tech level (TL). Light green - second best. Gray - worst or unfeasible. As it could be seen on the left half of the image, red ammo CTK is worse than yellow CTK for the majority of ingame situations. Yellow ammo CTK is even better than the green ammo CTK for high TLs.
(I've omitted spitters, since they're unarmored and their CTK follows the same logic.)
(I've omitted energy costs and acid cost for uranium mining, but they would turn the situation even more in favor of yellow ammo.)
I'll ignore productivity modules for now.
So currently the starter yellow ammo is the most efficient one.
Red ammo should be used only for tech (or some fringe cases, like player going out on car drive-bys in the beginning of the game).
Green ammo is good for cases when DPS from flamers and yellow ammo isn't enough (it doesn't really happen in vanilla Factorio).
This happens because higher tier ammo is prohibitively more expensive.
I suggest to alter the balance with the following assumptions.
- I assume that higher tier ammo should be better and should generally replace lower tier ammo.
- I assume that minimal ammo fixes are desirable (as not to alter overall game balance). That's why I'm not suggesting changing ammo costs.
I believe that changing ammo damage to 4-10-28 would fix the problem, as could be seen on the right half of the attached image.
Yellow ammo becomes an economic option vs weak enemies, red ammo is an intermediate one, while green one is more efficient vs higher tier enemies.
Alternatively a new mechanic could be added that would make red and green ammo better vs armored biters (armor piercing or additional uranium shells radiation DOT).
I was originally going to suggest the minimal possible change to the balance, so I don't think I should elaborate.
P.S. As I've said, I've ignored productivity mods in my calculation. My take is that ammo balance should be correct without additional shenanigans.
However, I've run the costs in Kirk's calculator and even with prod mods the problem persists. Here're the links.
https://kirkmcdonald.github.io/calc.htm ... late:p3:p3
https://kirkmcdonald.github.io/calc.htm ... late:p3:p3
https://kirkmcdonald.github.io/calc.htm ... HHqf13Cw==
(note that energy costs and infrastructure costs grow significantly for higher tier ammo)
Yellow ammo costs 200 ore, red one - 650, green - 1150 (plus oil). So the ammo costs are 1:3.25:5.75 while raw damage is 1:1.6::4.8. Cost increases quicker than the damage output even with prod mods.
edit: typos, clarifications. Also, there were some derps, replaced the pic.
tl;dr Now Yellow-Red-Green ammo deal 5-8-24 damage. I believe, altering them to 4-10-28 would be better for game balance.
I believe that damage economics is important, especially for combat oriented plays (DW, Warptorio, some custom maps).
I believe, there's a problem with ammo balance that should be fixed, but is not discussed (or I haven't found the discussion).
I've searched through the forums and Discord a bit and the only comparatively recent discussion about defence economics I've found is a topic from Nefrums
viewtopic.php?f=16&t=88482
and some posts from Putin's chest on Discord.
I've looked at the following:
HP / final ammo dmg = shots to kill (round up).
Shots to kill * ammo cost (in ore) = cost to kill (CTK).
I've calculated CTK for all types of ammo and dmg upgrades and 4 kinds of biters.
First column are combinations of ammo and damage upgrade lvl.
All other columns - CTK a relevant biter (in units of ore).
Dark green - the best option of the three for a relevant tech level (TL). Light green - second best. Gray - worst or unfeasible. As it could be seen on the left half of the image, red ammo CTK is worse than yellow CTK for the majority of ingame situations. Yellow ammo CTK is even better than the green ammo CTK for high TLs.
(I've omitted spitters, since they're unarmored and their CTK follows the same logic.)
(I've omitted energy costs and acid cost for uranium mining, but they would turn the situation even more in favor of yellow ammo.)
I'll ignore productivity modules for now.
So currently the starter yellow ammo is the most efficient one.
Red ammo should be used only for tech (or some fringe cases, like player going out on car drive-bys in the beginning of the game).
Green ammo is good for cases when DPS from flamers and yellow ammo isn't enough (it doesn't really happen in vanilla Factorio).
This happens because higher tier ammo is prohibitively more expensive.
I suggest to alter the balance with the following assumptions.
- I assume that higher tier ammo should be better and should generally replace lower tier ammo.
- I assume that minimal ammo fixes are desirable (as not to alter overall game balance). That's why I'm not suggesting changing ammo costs.
I believe that changing ammo damage to 4-10-28 would fix the problem, as could be seen on the right half of the attached image.
Yellow ammo becomes an economic option vs weak enemies, red ammo is an intermediate one, while green one is more efficient vs higher tier enemies.
Alternatively a new mechanic could be added that would make red and green ammo better vs armored biters (armor piercing or additional uranium shells radiation DOT).
I was originally going to suggest the minimal possible change to the balance, so I don't think I should elaborate.
P.S. As I've said, I've ignored productivity mods in my calculation. My take is that ammo balance should be correct without additional shenanigans.
However, I've run the costs in Kirk's calculator and even with prod mods the problem persists. Here're the links.
https://kirkmcdonald.github.io/calc.htm ... late:p3:p3
https://kirkmcdonald.github.io/calc.htm ... late:p3:p3
https://kirkmcdonald.github.io/calc.htm ... HHqf13Cw==
(note that energy costs and infrastructure costs grow significantly for higher tier ammo)
Yellow ammo costs 200 ore, red one - 650, green - 1150 (plus oil). So the ammo costs are 1:3.25:5.75 while raw damage is 1:1.6::4.8. Cost increases quicker than the damage output even with prod mods.
edit: typos, clarifications. Also, there were some derps, replaced the pic.