Artillery Recipe Change

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Mangerive
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Artillery Recipe Change

Post by Mangerive » Sat Dec 29, 2018 2:51 pm

Hey all,

First time poster here, I actually created an account so I could make this thread.

I've always felt that the recipes for the artillery turret and shell were back to front in one area... The Radar.
I can completely understand needing a Radar inside the the turret itself to be able to scan for enemies or even receive direct firing instructions,although having them in the shells doesn't really make much sense to me.
I know that in game they give a small line of sight for where they're travelling, although artillery is supposed to be a "Fire and Forget" weapon.
Currently it's tedious to setup a production line to produce enough radars in the quantity that I want to be firing shells.
I feel like you can fix both recipes by swapping out the Radar on the shells and moved them into the turrets.

What are other peoples thoughts on this?
Am I just being super picky?

Zavian
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Re: Artillery Recipe Change

Post by Zavian » Sat Dec 29, 2018 4:07 pm

The artillery shells can actually reveal new territory. I believe that is the rationale for the radar.

Mangerive
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Re: Artillery Recipe Change

Post by Mangerive » Sat Dec 29, 2018 9:36 pm

Yeah, I'll be honest, that's always been someone that'd felt weird to me as well.
Like I could understand missiles or something like that reveals the map, but it doesn't make sense for artillery "Shells" to do that.

Serenity
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Re: Artillery Recipe Change

Post by Serenity » Sun Dec 30, 2018 5:33 pm

The rationale is probably based on the mapping ability, but artillery shells have used a form of radar as a proximity fuse since WWII:

https://en.wikipedia.org/wiki/Proximity_fuze

JimBarracus
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Re: Artillery Recipe Change

Post by JimBarracus » Tue Jan 15, 2019 12:33 pm

the artillery seems to be based on the schwerer Gustav
its a long range artillery and it did not have guided projectiles

the shells have no wings to readjust and aim for the target
the shells have no fuel, the energy comes from the canon

it might have a proximity fuse, but I would count that to advanced circuits since it is basically a radio emitter that detects its reflected radio waves

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Nova
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Re: Artillery Recipe Change

Post by Nova » Thu Jan 17, 2019 1:14 am

Mangerive wrote:
Sat Dec 29, 2018 2:51 pm
Currently it's tedious to setup a production line to produce enough radars in the quantity that I want to be firing shells.
Um, even one assembler can produce at least one Radar per second... so how many shells do you need? You run out of targets long before you run out of shells if the radar production is your bottleneck.
Even if you really need more... just build more assemblers.
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of. Image

Zavian
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Re: Artillery Recipe Change

Post by Zavian » Thu Jan 17, 2019 5:38 am

JimBarracus wrote:
Tue Jan 15, 2019 12:33 pm
since it is basically a radio emitter that detects its reflected radio waves
What you have just described is called radar.

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Re: Artillery Recipe Change

Post by JimBarracus » Thu Jan 17, 2019 6:04 am

Zavian wrote:
Thu Jan 17, 2019 5:38 am
What you have just described is called radar.
but on a different scale
it is not really compareable with "the radar"

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