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is effectivity module op?
Posted: Tue Oct 15, 2013 9:41 am
by LoSboccacc
the combo of two level one effectivity module in an electric furnace reduces energy consumption to a non issue in the early stages of game
I think that if the limit is 80% reduction and furnaces have two slots, a nerfed progression would be
effectivity 1: 20% reduction
effectivity 2: 40% reduction
effectivity 2: 60% reduction
Re: is effectivity module op?
Posted: Tue Oct 15, 2013 10:36 am
by Balinor
I don't think it is op no.
Re: is effectivity module op?
Posted: Tue Oct 15, 2013 12:18 pm
by FreeER
Electric furnaces really aren't the major factor in pollution, at least not for me. For me it tends to be the electric drills but it's till expensive to make enough to place in each drill (even using beacons). So in my opinion they are not OP
Re: is effectivity module op?
Posted: Wed Jan 22, 2014 4:32 pm
by quadrapod
Maybe a little, but in truth I don't think power or pollution really factor much into things later on. Over all I'd say the productivity modules are probable the most OP right now if I had to point at any one.
Four productivity III modules give a +60% production bonus, so if you're making speed III modules you can get 1.6X production the speed I, II and III modules letting you get 4X the output for the materials you put in. When you're talking about the rocket defense that's about 100,000 copper bars you never needed to smelt maybe even more than that if you have productivity modules at any other stage in your factory.
Re: is effectivity module op?
Posted: Wed Jan 22, 2014 6:53 pm
by SilverWarior
FreeER wrote:Electric furnaces really aren't the major factor in pollution, at least not for me. For me it tends to be the electric drills but it's till expensive to make enough to place in each drill (even using beacons). So in my opinion they are not OP
Actually I have two effectivity module I in each of my electric furnaces, each Level 2 assembly machine and in every mine I have.
It is true that their production is quite expensive (you need lots and lots of Electronic circuits) but they do make the game much easier due to much lower polution.
On my current gameplay I have over 15 hours of gameplay and havent been atacked even once even thou I have a biter base in my radar scanning range (freeplay with large start zone and smal biter bases I belive).
So yes I would agree that they are a bit OP.
Re: is effectivity module op?
Posted: Wed Jan 22, 2014 8:08 pm
by n9103
All modules are exploitable. There is no reason that we need to keep nerfing everything to oblivion.
If you think they're too exploitable, Don't Use Them!
Almost every time modules get discussed, the nerf hammer comes out, and personally, I'm sick of people complaining about how strong they can be.
Last I checked, they were the 2nd longest category of item to produce. That's the reason they're strong (or vice versa)
At this point, there's nearly no reason to bother with productivity modules except in labs, nearly no reason to bother with speed at all unless you need to work in a confined space that doesn't allow for better optimization.
Effectiveness are the only module left that's useful in most situations, since less pollution is almost always preferable to the piddly ass boosts left from the other modules.
*sigh* rant over, I suppose. But really, I didn't pull this out of thin air.
Re: is effectivity module op?
Posted: Wed Jan 22, 2014 10:11 pm
by Pandamonium
n9103 wrote:nearly no reason to bother with speed at all
I agree, its weird that the only real usefullness is for making power armor...
Re: is effectivity module op?
Posted: Wed Jan 22, 2014 10:27 pm
by BurnHard
n9103 wrote:... At this point, there's nearly no reason to bother with productivity modules except in labs, nearly no reason to bother with speed at all unless you need to work in a confined space that doesn't allow for better optimization...
Would you please explain why you don't see any reason for productivity modules exept in labs? I use them in EVERY mashine where possible from miner over furnace to all assemblers and I save gigantic amounts (in long production chains we are talking about 90% material savings from ore to endproduct) of material for just more energy from my solar arrays. And even with my incredible high amount of pollution the biter attacks are just tickling my defences.
Re: is effectivity module op?
Posted: Thu Jan 23, 2014 11:54 am
by Balinor
I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels.
Re: is effectivity module op?
Posted: Thu Jan 23, 2014 12:01 pm
by quadrapod
Balinor wrote:I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels.
Right now with the game existing as it does it's probably best to set your own limitations, since there are bound to be balance issues right now.
Re: is effectivity module op?
Posted: Fri Jan 24, 2014 12:35 am
by Balinor
quadrapod wrote:Balinor wrote:I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels.
Right now with the game existing as it does it's probably best to set your own limitations, since there are bound to be balance issues right now.
Definitely true. With the current version of Factorio it is fairly easy for me to completely destroy my enjoyment of the game, hence why there are certain settings I choose when creating a map and certain ways I set objectives for myself on the maps and how I go about achieving those objectives. I do love how Factorio is setup to let me choose the level of fun and the approach to it that I want to take.
Re: is effectivity module op?
Posted: Fri Jan 24, 2014 2:35 am
by quadrapod
Balinor wrote:quadrapod wrote:Balinor wrote:I don't use production modules simply because the whole concept feels too gamey to me. I do however use efficiency modules constantly as a way to reduce my overall pollution levels.
Right now with the game existing as it does it's probably best to set your own limitations, since there are bound to be balance issues right now.
Definitely true. With the current version of Factorio it is fairly easy for me to completely destroy my enjoyment of the game, hence why there are certain settings I choose when creating a map and certain ways I set objectives for myself on the maps and how I go about achieving those objectives. I do love how Factorio is setup to let me choose the level of fun and the approach to it that I want to take.
You can make a mod pack easy enough and tweak things to your liking. Here's something basic that should nerf production modules and give enough of a buff to piercing ammunition to make gun turrets usable late game, just as an example.
Re: is effectivity module op?
Posted: Sun Jan 26, 2014 12:07 pm
by TGS
I actually like the modules. Though I do think the current implementation is a tad 'dicky'. But I don't really know a better way to implement it to make it less dicky. I love the ability to reduce my energy requirements or speed or give bonus production. I like to think of it as "reconfiguring" the building to perform a certain way. Like overcharging or undercharging etc. Essentially the building has the capacity to do all of these things already. But they're not configured to do so. The modules giving you the ability to configure them that way.
Re: is effectivity module op?
Posted: Sun Jan 26, 2014 1:13 pm
by quadrapod
TGS wrote:I actually like the modules. Though I do think the current implementation is a tad 'dicky'. But I don't really know a better way to implement it to make it less dicky. I love the ability to reduce my energy requirements or speed or give bonus production. I like to think of it as "reconfiguring" the building to perform a certain way. Like overcharging or undercharging etc. Essentially the building has the capacity to do all of these things already. But they're not configured to do so. The modules giving you the ability to configure them that way.
Right now modules seem like a patch, where you could have more deep and rewarding gameplay. For example I think I'd prefer it if instead of modules, increased technology lead to better output at the expense of a new processes that yielded more pollution and power usage. For example if you researched integrated circuits you could use them in place of standard circuits, but also make them in larger quantities with less material for the cost of a more complex, power heavy production line which would produce more pollution.
Re: is effectivity module op?
Posted: Sun Jan 26, 2014 6:48 pm
by Balinor
quadrapod wrote:TGS wrote:I actually like the modules. Though I do think the current implementation is a tad 'dicky'. But I don't really know a better way to implement it to make it less dicky. I love the ability to reduce my energy requirements or speed or give bonus production. I like to think of it as "reconfiguring" the building to perform a certain way. Like overcharging or undercharging etc. Essentially the building has the capacity to do all of these things already. But they're not configured to do so. The modules giving you the ability to configure them that way.
Right now modules seem like a patch, where you could have more deep and rewarding gameplay. For example I think I'd prefer it if instead of modules, increased technology lead to better output at the expense of a new processes that yielded more pollution and power usage. For example if you researched integrated circuits you could use them in place of standard circuits, but also make them in larger quantities with less material for the cost of a more complex, power heavy production line which would produce more pollution.
This. So much this. The perfect solution for the current flawed process.
Re: is effectivity module op?
Posted: Mon Jun 02, 2014 7:41 pm
by Jouko
I personally think that the modules are almost perfect.
Only thing that I would like to change is to make speed modules better. Efficiency modules are my favourite, and i use some productivity as well. Speed modules should not increase the energy cost so much.
PS: this is my personal opinion, it is fine to disagree.
Re: is effectivity module op?
Posted: Mon Jun 09, 2014 4:51 pm
by tetkris
this is op ? this is useless
Re: is effectivity module op?
Posted: Tue Aug 05, 2014 2:39 am
by KingWut117
Balinor wrote:I don't use production modules simply because the whole concept feels too gamey to me.
But... It's a game. Isn't it supposed to be gamey? I didn't realize gamers were looking for real life in video games...
Re: is effectivity module op?
Posted: Tue Aug 05, 2014 2:53 am
by FreeER
KingWut117 wrote:But... It's a game. Isn't it supposed to be gamey? I didn't realize gamers were looking for real life in video games...
...You obviously have not talked with gamers enough
Though to be honest, not everyone wants super realism, there are quite a few who do like realism (can I mention Kerbal Space Program here, it seems like a decent example that's fairly popular, or any generic simulation racing game that is considered good). However, OP and realism isn't necessarily related, if a gamer is talking about something being OP it's usually because it's something that leads to the game being too easy/thoughtless and thus less fun for them (some would say don't use the OP item/tactic but for many it's hard due to it seeming illogical to
not use the OP item/tactic even if they know it will be less fun overall, like turret creep or poison spamming, partially a matter of personality and play-style as well as how many other options the game gives).
P.S. I'm talking about OPness and realism in general here, not about the effectivity module specifically (just in case it wasn't obvious
)
Re: is effectivity module op?
Posted: Fri Aug 15, 2014 1:20 pm
by darkminaz
speed is quite usefull for research centers. atleast i don't care if it costs less power or creates a bit more. Speed is key for the big parts (since i hate waiting^^)