Laser turret suggestion

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atloomis
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Laser turret suggestion

Post by atloomis »

One possible nerf to laser turrets would be to give them a large charge time, 30 seconds or so, and have them prioritise large targets. They would still be useful to defend your base against big biters and big spitters because they would have more than enough time to charge in between waves, but would get destroyed before they built up enough charge to shoot if used for turret creep. They would also be less useful against large swarms, leaving flame thrower and bullet turrets a role in defence.

Photoloss
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Re: Laser turret suggestion

Post by Photoloss »

There are many things that could be done, but why should they be done?
Your idea doesn't really fix turret creep except for insanely large bases, you can set up the first nest outside the spawn range and let it charge before pushing in. Nerf the sustained dps too much and gun turrets will just completely outperform as they already have higher dps as is. And the shooting speed upgrade would also become entirely useless.
Since biters respawn infinitely and for free (including their bases!) solar powered lasers are actually balanced against them in terms of renewability. Like with many other suggestions we should first tackle the core issues of combat and power generation, then pick up other outliers. If biters dynamically evolved laser resistance or pathed around turrets to attack power lines combat would change drastically and in an interesting way. If solar+accu becomes unreliable or much more expensive laser turrets need their current power to stay competitive.

VikingScientist
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Re: Laser turret suggestion

Post by VikingScientist »

To answer your why should it be changed, then this would make the "tower defence" part of playing factorio more interesting. You would need to make a balanced compromise between AOE damage (flame turrets, mines), DPS (poison), high-dmg-low-rate-of-fire (lasers) and general-purpose (gun turret). This could spice up gameplay as oppose to only relying on a single "best choice" turret.

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Adil
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Re: Laser turret suggestion

Post by Adil »

As illustrated by previous post, this change does not automatically make combat part of the game interesting as the root of the problem is not the turret creep but conditions that force players to use it.
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British_Petroleum
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Re: Laser turret suggestion

Post by British_Petroleum »

Adil wrote:As illustrated by previous post, this change does not automatically make combat part of the game interesting as the root of the problem is not the turret creep but conditions that force players to use it.
no player is forced to use turret creep, there are lots of different ways to attack the aliens

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Re: Laser turret suggestion

Post by Koub »

There are so many ways to make the turret creep impossible. And most of them are probably very bad. Don't focus on just one gameplay aspect you find too easy to exploit (without exploiting like in bug exploit). If for example the devs set minimum distance between two turrets = 10 tiles. You'll experience problems to turret creep. Your game will also last a lot less. Is it a good solution ? probably not. But at least you'll have disabled turret creep. Yahoo.

Making the laser turrets less potent is imho not the right answer to the turret creep "problem". Give the worms and/or spawners tentacles that are too slow for mobile things (player/vehicle), but rip structures apart could be a solution. Or make the spawners produce some kind of slime (like zerg creep) would be awesome too (if it isn't too cpu heavy).
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Re: Laser turret suggestion

Post by aeros1 »

I don't see problem in laser turret itself. Though all tower defence games(all good ones) Have usually one turret for one mob as base. Then there can be conditionals added as hybrid turrets that are not best for solution but on this path only thing, or other conditionals, or to combat some creeps compositions or abilities. Usually there is no sense make more turret types than amount of enemy types +1 or +2, because it is empty choice. Btw what the problems with regular turrets. I pretty sure delivering ammo is not big problem. Just set up requester chest near each turret and let bots deliver ammo. You would most likely have roboport coverage there for mines anyway.(Well at leas tunless you overload your logistic network with tasks from production line.)

So before we see new turret types or laser turret would be decided what its role we should get more biter types and biter assault subrifuge and raid tactics to make good use defences variety. Not saying slow charge not solves issue with laser turret creep, you just build more turrets. Also ammo turret creep seems for me more effective as you literally only need a batch of AP ammo and adequate upgrades. Unless biter bases are huge usually it is enough to creep.

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