[14.23] balance feedback
Posted: Tue May 28, 2019 1:20 pm
im still playing 14.23, i have a 170hours game in vanilla no mod with defaut settings. It's my first and only game of factorio. I have read all the patch note until the 0.17 version, so i should know if things changed in a good thing or a bad thing.
my main base looks a bit spaghetti but it does its job. I don't think megabase that produce ridiculous amount of things are viable in vanilla, ressources are exhausted rather fast, and lot of time are spent in expanding the base to gather new patchs of ressources.
Lot of solar panels and accumulators are also somewhere in the base.
my base use 1.2GW of electricity in average, so I I think I know what the endgame of 14.23 look like. I use solar panels. it's overpowered, solar panel remove the energy management of this videogame. This issue have some consequence : it makes useless all the other sort of energy. i know nuclear was implemented in version 15. but i don't know why I should switch to nuclear. my solar panel works good and require no ressource. nuclear looks like a downgrade.
look at what i have consumed :
I have researched everything. and coal is very useless in endgame. oil is also too abundant (very obvious in lategame), and share the same purpose than coal (to give energy to train)
18M iron 11M copper and 1.2M coal consumed only. and that's only because I used coal energy in the early game.
Copper looks balanced until lategame where copper is definively nearly useless (i heard it changed in some future version, so let's say copper is fine again). I will not give my opinion in coal too, because i don't know the research tree for 0.15+ version.
I don't understand why they buffed the oil abundancy in 0.15. I think they did it wrong, at least for the lategame. infinite ressource is always extremly strong, and borderline overpowered lategame I know lot of people play with mods, in creative, with infinite iron or whatever you want, but in vanilla oil in 0.14 feel wrong (too much oil lategame; oil still give 10% when depleted), and i think they aggravated the problem. Oil ressource when depleted give too much in 0.15+. 20% ? shouldn't it be 5% ? maybe give a longer time to 100% for the early game to compensate.
I didnt use a lot of stone, but i know it take tons of stone to remove all this water, so I think stone is ok
My entire base is protected by 2 or 3 lines of laser turrets . If no energy, my base is RIP. around 100lasers is firing in average.
Im currently expanding the base for new ressources (especially iron). There's lot of monsters around the base. I think monster evolution is maximum. When you play the game in vanilla, growing the base is hard, getting some new patch of ressource is precious, but the base will consume more and more energy, that's why solar panel are so good.
tldr : lategame feedback, even if i take into account version 0.17, oil give too much when depleted, solar panels are too op.
my main base looks a bit spaghetti but it does its job. I don't think megabase that produce ridiculous amount of things are viable in vanilla, ressources are exhausted rather fast, and lot of time are spent in expanding the base to gather new patchs of ressources.
Lot of solar panels and accumulators are also somewhere in the base.
my base use 1.2GW of electricity in average, so I I think I know what the endgame of 14.23 look like. I use solar panels. it's overpowered, solar panel remove the energy management of this videogame. This issue have some consequence : it makes useless all the other sort of energy. i know nuclear was implemented in version 15. but i don't know why I should switch to nuclear. my solar panel works good and require no ressource. nuclear looks like a downgrade.
look at what i have consumed :
I have researched everything. and coal is very useless in endgame. oil is also too abundant (very obvious in lategame), and share the same purpose than coal (to give energy to train)
18M iron 11M copper and 1.2M coal consumed only. and that's only because I used coal energy in the early game.
Copper looks balanced until lategame where copper is definively nearly useless (i heard it changed in some future version, so let's say copper is fine again). I will not give my opinion in coal too, because i don't know the research tree for 0.15+ version.
I don't understand why they buffed the oil abundancy in 0.15. I think they did it wrong, at least for the lategame. infinite ressource is always extremly strong, and borderline overpowered lategame I know lot of people play with mods, in creative, with infinite iron or whatever you want, but in vanilla oil in 0.14 feel wrong (too much oil lategame; oil still give 10% when depleted), and i think they aggravated the problem. Oil ressource when depleted give too much in 0.15+. 20% ? shouldn't it be 5% ? maybe give a longer time to 100% for the early game to compensate.
I didnt use a lot of stone, but i know it take tons of stone to remove all this water, so I think stone is ok
My entire base is protected by 2 or 3 lines of laser turrets . If no energy, my base is RIP. around 100lasers is firing in average.
Im currently expanding the base for new ressources (especially iron). There's lot of monsters around the base. I think monster evolution is maximum. When you play the game in vanilla, growing the base is hard, getting some new patch of ressource is precious, but the base will consume more and more energy, that's why solar panel are so good.
tldr : lategame feedback, even if i take into account version 0.17, oil give too much when depleted, solar panels are too op.