Tank upgrade
Posted: Wed Jun 01, 2016 7:39 pm
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 simple as "add more tanks!".
I am also aware that the developers are planning to work with vehicles a bit and possibly add more options/upgrades.
My purpose for posting this is to suggest some specifics for a tank upgrade as a later game research option. I'm going to go over what works well with the existing tank as well as some changes I think it needs. I will then work from there and show you stats for my upgraded tank proposal, and I'll explain what tactical uses it might have. More than anything I wish to inform the devs from my experience driving a tank (in Factorio).
- - - - - - - - - -
The Existing Tank
The armor of the tank is great early on, but the late-game power armor becomes considerably stronger. It's also really nice to be able to drive over trees and enemies. It's not a very easy way to invade an enemy base as the tank takes heavy damage both from spawner collisions as well as worm attacks, but it's great for swarms of biters. When I have a bunch of biters and spitters chasing me in the tank, I stop driving and back up over the biters, then that makes room for me to mow the spitters down with the machine gun. It's very handy!
I use the main gun to take out enemy bases. It can barely out-range even big worms, and deals heavy damage even to targets with strong armor. It's great for hit-and-run tactics. The explosive shells are basically useless for anything other than clearing trees, however, as they are best used against biters and spitters, and don't work well against spawners or worms. There's no use clearing the biters and spitters from an enemy base because they just respawn in a few seconds. It's also useless in defending your base because there's no way to get your tank into position before the turrets have already mowed everything down, not to mention the danger to your buildings both from the tank and from the weapon. Either the waves should take longer to respawn, or the explosive shell needs some other use. If it had a larger explosion radius it could be effective against large bases. It's already hard enough to attack them when that huge swarm of biters and spitters comes at you, and you really don't want to have AP rounds loaded when that happens. If the explosive rounds could hit several buildings/worms at once, that could offset their weak damage and perhaps make the tank useful in assaulting large enemy bases.
The tank (and car, too) can carry 80 spaces of cargo. It seems far higher than is necessary. I like to make road trips in my tank, and it's nice to have all that cargo space, but I don't even use most of it. I love carrying steel and concrete/stone bricks in the tank so that I can spare the space in my own inventory, but then I still have tons of leftover space so I often don't bother setting up logistics chains and instead simply drive the tank back and forth to deliver stuff. It's too easy, in my opinion. I want to see vehicle cargo space reduced significantly. I'm thinking the car should have just 40 space and the tank should have just 20 space--but maybe increase the tank's ammo slots. Using a car for supply runs makes sense but the tank is a weapon and shouldn't be a cargo craft as well. It makes the tank the supreme road trip vehicle and then there's no point in having a car unless you've cleared out a specific path for it, but if you're going that far, might as well make a train. If you want to have a vehicle with 80 cargo slots, I say add a truck specifically designed for vehicular transportation.
In late game, the tank falls short on multiple fronts--and I'd like the late-game upgrade to the tank to solve these issues, the existing tank doesn't need a buff. But here's where I found it fell short:
Later power armor becomes very strong and easily outperforms the tank, when you have multiple shield units. The tank is especially vulnerable to acid attacks from worms, whereas a good power armor setup can withstand far more worm hits than a tank can. The tank also struggles against big biters and spitters. It can take out mediums without problem, but it is difficult to run over the big ones, and the tank can take substantial damage from the impact. Its main weapon (with AP rounds) will take out mediums in a single hit, but the big ones can take multiple hits to go down. Big biters/spitters barely feel the explosive rounds.
My Tank Upgrade Suggestion
I figure to keep things simple for the player, the construction recipe should cost 1 tank (make sure it's fully repaired), and its main cannon should fire the same shells. To increase its weapon power to balance with late-game, I believe the main gun should have a higher rate of fire and slightly more range. The range isn't necessary but will make it easier to find your best sniping range. Big worms have almost the same range, so it's difficult to get to just the right spot without being hit by their potent attack. The higher rate of fire will increase ammo expenditure which makes this tank cost more resources to maintain, even though it uses the same ammo. The raw damage of the AP rounds needs no change as it is strong enough to pierce even the best armor. And I explained above my thoughts on the explosive rounds. The machine gun could use a damage upgrade as it is useless even against medium biters.
My tentative figures are 150% rate of fire increase for cannon, 75% damage increase for machine gun (weaker than a gun turret), and 20% range increase to both:
Cannon range: 30
Machine Gun range: 18
Cannon rate of fire: 1.5/s
Machine Gun rate of fire: 15/s
Cannon Shell damage: 150 physical, 50 explosive, 300 piercing power (what does piercing power do?)
Explosive Cannon Shell damage: 30 physical, 80 explosive, radius 8, 30 piercing power
Machine Gun/Piercing Rounds damage: 8.75
Ammo slots: 4 per weapon (I'd like to see two ammo slots per weapon on the first tank, along with the cargo space decrease I suggested)
I figure the cannon needs a particularly large rate of fire increase to be able to manage the higher hit points of later game enemies. Anything less and it just won't be worth using the tank over the multiple higher-damage options already out there. The higher damage of the machine gun is important for getting through medium biter armor, and with enough bullet damage upgrades you can even gun down big biters with it. Of course the upgraded tank will alternatively be able to knock em down with cannon shells, or just drive over them. So you'll have a variety of options to work with.
The armor should be a bit stronger, especially to reduce acid damage. I think the character is intelligent enough to recognize worms as a major threat to the original tank design and would intentionally build the new tank to mitigate this better. This tank should also have increased hit points. It should last a lot longer in combat, but also potentially use up more repair kits when you finally go fix it. It should have a greater throughput when it comes to running over enemies and objects--it should keep going more easily than the first tank, as well as being more resistant to the impacts.
Here's my tentative stats for defense:
Health: 2000
Resistances (first tank resists in parentheses)
Acid: 15/40% (10/20%)
Explosion: 20/35% (15/30%)
Fire: 15/50% (15/50%)
Impact: 75/65% (50/60%)
Physical: 20/35% (15/30%)
The fire resist is unchanged and the explosion and physical resist are just a bit higher. Impact resist amount is increased a lot but percentage is only slightly higher. Acid resistance is much higher, especially the percentage resist, meaning the new resist profile is especially effective in defending against big worms. Here's worm damage on the new tank (with damage to first tank in parentheses):
Small worm: 0.1 (0.33)
Medium worm: 3 (14)
Big worm: 21 (38)
Number of big worm hits to kill tank: 96 (27)
The first tank takes negligible damage from small worms, but it's vulnerable to medium and big worms. The upgraded tank tanks only weak damage from medium worms, but is still somewhat vulnerable to big worms though they won't kill it nearly as fast as the first tank.
For more long-term use for the tank, it would have module upgrade slots. I guess you'd just equip the same modules as with power armor. Perhaps it shouldn't have as many slots as power armor, maybe just a 6x6 grid. Perhaps the tank costs no fuel to drive but instead uses energy.
Lastly I guess I could suggest some research and materials cost for this tank. I was thinking (on a mostly unrelated subject) that it could be nice to have a third turret option for late game: a cannon turret which fires the same shells as the tank. It's good for piercing armor or if you're brave, you can load it with explosive shells. Perhaps the advanced tank research would require:
Tank
Cannon Turret rate of fire upgrade 3
Power Armor
Military 4
Materials cost (very tentative):
24 Electric engine unit
50 Steel plate
25 Processing unit
250 Alien artifact
1 Tank
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 simple as "add more tanks!".
I am also aware that the developers are planning to work with vehicles a bit and possibly add more options/upgrades.
My purpose for posting this is to suggest some specifics for a tank upgrade as a later game research option. I'm going to go over what works well with the existing tank as well as some changes I think it needs. I will then work from there and show you stats for my upgraded tank proposal, and I'll explain what tactical uses it might have. More than anything I wish to inform the devs from my experience driving a tank (in Factorio).
- - - - - - - - - -
The Existing Tank
The armor of the tank is great early on, but the late-game power armor becomes considerably stronger. It's also really nice to be able to drive over trees and enemies. It's not a very easy way to invade an enemy base as the tank takes heavy damage both from spawner collisions as well as worm attacks, but it's great for swarms of biters. When I have a bunch of biters and spitters chasing me in the tank, I stop driving and back up over the biters, then that makes room for me to mow the spitters down with the machine gun. It's very handy!
I use the main gun to take out enemy bases. It can barely out-range even big worms, and deals heavy damage even to targets with strong armor. It's great for hit-and-run tactics. The explosive shells are basically useless for anything other than clearing trees, however, as they are best used against biters and spitters, and don't work well against spawners or worms. There's no use clearing the biters and spitters from an enemy base because they just respawn in a few seconds. It's also useless in defending your base because there's no way to get your tank into position before the turrets have already mowed everything down, not to mention the danger to your buildings both from the tank and from the weapon. Either the waves should take longer to respawn, or the explosive shell needs some other use. If it had a larger explosion radius it could be effective against large bases. It's already hard enough to attack them when that huge swarm of biters and spitters comes at you, and you really don't want to have AP rounds loaded when that happens. If the explosive rounds could hit several buildings/worms at once, that could offset their weak damage and perhaps make the tank useful in assaulting large enemy bases.
The tank (and car, too) can carry 80 spaces of cargo. It seems far higher than is necessary. I like to make road trips in my tank, and it's nice to have all that cargo space, but I don't even use most of it. I love carrying steel and concrete/stone bricks in the tank so that I can spare the space in my own inventory, but then I still have tons of leftover space so I often don't bother setting up logistics chains and instead simply drive the tank back and forth to deliver stuff. It's too easy, in my opinion. I want to see vehicle cargo space reduced significantly. I'm thinking the car should have just 40 space and the tank should have just 20 space--but maybe increase the tank's ammo slots. Using a car for supply runs makes sense but the tank is a weapon and shouldn't be a cargo craft as well. It makes the tank the supreme road trip vehicle and then there's no point in having a car unless you've cleared out a specific path for it, but if you're going that far, might as well make a train. If you want to have a vehicle with 80 cargo slots, I say add a truck specifically designed for vehicular transportation.
In late game, the tank falls short on multiple fronts--and I'd like the late-game upgrade to the tank to solve these issues, the existing tank doesn't need a buff. But here's where I found it fell short:
Later power armor becomes very strong and easily outperforms the tank, when you have multiple shield units. The tank is especially vulnerable to acid attacks from worms, whereas a good power armor setup can withstand far more worm hits than a tank can. The tank also struggles against big biters and spitters. It can take out mediums without problem, but it is difficult to run over the big ones, and the tank can take substantial damage from the impact. Its main weapon (with AP rounds) will take out mediums in a single hit, but the big ones can take multiple hits to go down. Big biters/spitters barely feel the explosive rounds.
My Tank Upgrade Suggestion
I figure to keep things simple for the player, the construction recipe should cost 1 tank (make sure it's fully repaired), and its main cannon should fire the same shells. To increase its weapon power to balance with late-game, I believe the main gun should have a higher rate of fire and slightly more range. The range isn't necessary but will make it easier to find your best sniping range. Big worms have almost the same range, so it's difficult to get to just the right spot without being hit by their potent attack. The higher rate of fire will increase ammo expenditure which makes this tank cost more resources to maintain, even though it uses the same ammo. The raw damage of the AP rounds needs no change as it is strong enough to pierce even the best armor. And I explained above my thoughts on the explosive rounds. The machine gun could use a damage upgrade as it is useless even against medium biters.
My tentative figures are 150% rate of fire increase for cannon, 75% damage increase for machine gun (weaker than a gun turret), and 20% range increase to both:
Cannon range: 30
Machine Gun range: 18
Cannon rate of fire: 1.5/s
Machine Gun rate of fire: 15/s
Cannon Shell damage: 150 physical, 50 explosive, 300 piercing power (what does piercing power do?)
Explosive Cannon Shell damage: 30 physical, 80 explosive, radius 8, 30 piercing power
Machine Gun/Piercing Rounds damage: 8.75
Ammo slots: 4 per weapon (I'd like to see two ammo slots per weapon on the first tank, along with the cargo space decrease I suggested)
I figure the cannon needs a particularly large rate of fire increase to be able to manage the higher hit points of later game enemies. Anything less and it just won't be worth using the tank over the multiple higher-damage options already out there. The higher damage of the machine gun is important for getting through medium biter armor, and with enough bullet damage upgrades you can even gun down big biters with it. Of course the upgraded tank will alternatively be able to knock em down with cannon shells, or just drive over them. So you'll have a variety of options to work with.
The armor should be a bit stronger, especially to reduce acid damage. I think the character is intelligent enough to recognize worms as a major threat to the original tank design and would intentionally build the new tank to mitigate this better. This tank should also have increased hit points. It should last a lot longer in combat, but also potentially use up more repair kits when you finally go fix it. It should have a greater throughput when it comes to running over enemies and objects--it should keep going more easily than the first tank, as well as being more resistant to the impacts.
Here's my tentative stats for defense:
Health: 2000
Resistances (first tank resists in parentheses)
Acid: 15/40% (10/20%)
Explosion: 20/35% (15/30%)
Fire: 15/50% (15/50%)
Impact: 75/65% (50/60%)
Physical: 20/35% (15/30%)
The fire resist is unchanged and the explosion and physical resist are just a bit higher. Impact resist amount is increased a lot but percentage is only slightly higher. Acid resistance is much higher, especially the percentage resist, meaning the new resist profile is especially effective in defending against big worms. Here's worm damage on the new tank (with damage to first tank in parentheses):
Small worm: 0.1 (0.33)
Medium worm: 3 (14)
Big worm: 21 (38)
Number of big worm hits to kill tank: 96 (27)
The first tank takes negligible damage from small worms, but it's vulnerable to medium and big worms. The upgraded tank tanks only weak damage from medium worms, but is still somewhat vulnerable to big worms though they won't kill it nearly as fast as the first tank.
For more long-term use for the tank, it would have module upgrade slots. I guess you'd just equip the same modules as with power armor. Perhaps it shouldn't have as many slots as power armor, maybe just a 6x6 grid. Perhaps the tank costs no fuel to drive but instead uses energy.
Lastly I guess I could suggest some research and materials cost for this tank. I was thinking (on a mostly unrelated subject) that it could be nice to have a third turret option for late game: a cannon turret which fires the same shells as the tank. It's good for piercing armor or if you're brave, you can load it with explosive shells. Perhaps the advanced tank research would require:
Tank
Cannon Turret rate of fire upgrade 3
Power Armor
Military 4
Materials cost (very tentative):
24 Electric engine unit
50 Steel plate
25 Processing unit
250 Alien artifact
1 Tank