A couple of complaints about the Tank

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jotun
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A couple of complaints about the Tank

Post by jotun » Wed Mar 27, 2019 10:51 pm

1. It takes too long to stop. Yeah it's a big heavy tank, so it makes sense that it takes some time to accelerate, but the slow stopping speed is just really annoying. My TRAINS stop faster than a tank. I run my tank into cliffs and rocks on purpose just to stop faster sometimes.

It would be nice if the braking force upgrades applied to the tank too.


2. The delay on firing weapons while waiting for the tank turret to spin around is annoying, and feels like a glitch until you realize what's happening.

I think it would be better if the turret always pointed toward your mouse cursor, instead of waiting for you to pull the trigger first. Or maybe just let it rotate a lot faster when beginning to fire.

bobucles
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Re: A couple of complaints about the Tank

Post by bobucles » Thu Mar 28, 2019 1:16 am

Protip: You can place walls directly in front of your tank to help slow it down. :roll:

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Re: A couple of complaints about the Tank

Post by QGamer » Thu Mar 28, 2019 7:27 pm

jotun wrote:
Wed Mar 27, 2019 10:51 pm
I think it would be better if the turret always pointed toward your mouse cursor, instead of waiting for you to pull the trigger first.
Can we have this feature for both the car & the tank, as long as there is ammo in the selected weapon? I hate going into battle with my gun pointing the wrong direction.

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leadraven
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Re: A couple of complaints about the Tank

Post by leadraven » Thu Mar 28, 2019 9:30 pm

jotun wrote:
Wed Mar 27, 2019 10:51 pm
It would be nice if the braking force upgrades applied to the tank too.
This one, brilliant!

Skev
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Re: A couple of complaints about the Tank

Post by Skev » Mon Apr 08, 2019 5:43 am

Definitely agree about the braking in particular. Another problem is that late game the tank is too flimsy to be usable, it seems fine until you stop for one second and acid from one of the larger worms or from behemoth spitters hits it, and the tank just pops almost instantly from full health. Seems like it needs some late game upgrades or space to equip systems like modular/power armor.

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Re: A couple of complaints about the Tank

Post by zOldBulldog » Mon Apr 08, 2019 6:10 am

+1 on both suggestions.

Also, The tank AP ammo has become pretty much useless in 0.17, quite early in the game. I can see it becoming useless due to evolution after 100 hours or so in a map, but it seems to be happening way too early. I suspect that the problem is biters evolving too fast in default settings.

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Re: A couple of complaints about the Tank

Post by stm » Tue Apr 09, 2019 8:53 am

Skev wrote:
Mon Apr 08, 2019 5:43 am
Definitely agree about the braking in particular. Another problem is that late game the tank is too flimsy to be usable, it seems fine until you stop for one second and acid from one of the larger worms or from behemoth spitters hits it, and the tank just pops almost instantly from full health. Seems like it needs some late game upgrades or space to equip systems like modular/power armor.
Is there any reason to use a tank (or to build one anyway) in the late game?
Appart from the fact that you can use your laser"defense" from inside the tank and thus efectively can equip the tank weapon additionally, a weapon which does need amunition and does not seem to do that much damage compared to the laserdefense which also autotargets.
At the same time even pre shilds your armor HP is 10x that of the tank HP and on foot you are a lot more nimble and usually at least as fast. So apart from the midgame where a tank might substitute your armor and hand weapons, why bother with a tank at all?
In my opinion, they really should add an equipment grid.
Stm

JimBarracus
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Re: A couple of complaints about the Tank

Post by JimBarracus » Fri May 03, 2019 10:37 am

funfacts:
the german leopard 2 tank has a braking distance of 20.6meters when going 70kmh.
the braking distance is roughly the double length of the tank with the cannon to the front
the factorio tank can reach 71.8 kmh on concrete

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Re: A couple of complaints about the Tank

Post by Theikkru » Fri May 03, 2019 3:28 pm

Gotta ++ this.
I especially like the idea of braking force applying to the tank/car; not only does it appropriately gate useful functionality, it also adds flavor to a research that is rather 1-dimensional at the moment, and considered useless by many (not including me).
The turret rotation has been a sore point for me as well, and I've discovered that it trains tank drivers to employ the most bland and uninteresting tactics when fighting biters.
If the turret followed the cursor, I would enjoy hit-and-run strikes against biter nests, perhaps swerving between adjacent spawners while shelling the vicinity. As it is, however, the failure of the turret to turn until firing means that such attacks unload only 50%~70% of expected ordnance, given all the swerving required to avoid obstacles and incoming projectile vomit. Instead, it's simply far more effective to circle-strafe around the entire nest at max shell range, slowly shaving the nest down from the outside, since turret orientation stays the same.
Few things are less interesting than circle-strafing.

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Re: A couple of complaints about the Tank

Post by QGamer » Fri May 03, 2019 10:31 pm

Theikkru wrote:
Fri May 03, 2019 3:28 pm
If the turret followed the cursor, I would enjoy hit-and-run strikes against biter nests, perhaps swerving between adjacent spawners while shelling the vicinity. As it is, however, the failure of the turret to turn until firing means that such attacks unload only 50%~70% of expected ordnance, given all the swerving required to avoid obstacles and incoming projectile vomit.
I agree 100% with what you said.

What if there was a research to double the turret rotation speed (for all defensive turrets, artillery, & also vehicle-mounted guns)?

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Re: A couple of complaints about the Tank

Post by Chao » Fri May 10, 2019 4:12 pm

I think the tank itself is fine for the point in the game you get it, but I think we need a Mk 2 Tank for late game. As with many late-game issues balance is less of a worry, you could load up an armour with shields and lasers and just walk through an enemy base afterall, so a late game tank should be more about just enabling the player some extra fun and to make it clear through the tech tree that the initial tank is really just for mid-game.

Some options for a late game tank:

* Strong armour
* A small equipment grid for customisability
* Double barrelled turret
* Greater momentum so it can run over more biters

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