Destroyer capsules

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Mecejide
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Destroyer capsules

Post by Mecejide » Thu Oct 24, 2019 11:37 pm

I think that distractor capsules and destroyer capsules should spawn an extra robot each for two reasons: one, because I feel they are a bit underused at the moment, and two, because if you combine 4 capsules that spawn one robot each it makes more sense to get a capsule that spawns 4*1=4 robots. The same goes for the destroyer capsule except each destroyer could be thought of as two distractors attached together.

Mecejide
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Re: Destroyer capsules

Post by Mecejide » Thu Oct 24, 2019 11:40 pm

Huh. I thought destroyer capsules needed 3 distracter capsules each but I just checked and they need 4, so maybe the destroyer capsules should spawn 8 destroyers.

MEOWMI
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Re: Destroyer capsules

Post by MEOWMI » Fri Oct 25, 2019 12:19 am

I kinda like this idea. It makes the recipies more sensible and boosts what I think are far underpowered weapons.

Destroyers and distractors seem underpowered to me and I've yet to find a situation where I would want to use them. About the only thing I can think of is if you have one massive "do or die" battle somehow. Any other time, power armor with lasers, tank with machinegun, or turret creep is more resource efficient, and if you need time efficiency, nukes and artillery exist. Heck, tier 1 capsules feel like they far outperform their higher tier counterparts every time I try to use them (I guess behemoth biters may be the only exception to that?).

gGeorg
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Re: Destroyer capsules

Post by gGeorg » Fri Dec 06, 2019 11:04 am

Mecejide wrote:
Thu Oct 24, 2019 11:37 pm
I think that distractor capsules and destroyer capsules should spawn an extra robot each for two reasons: one, because I feel they are a bit underused at the moment, and two, because if you combine 4 capsules that spawn one robot each it makes more sense to get a capsule that spawns 4*1=4 robots.
The number of nex generation bot are off. It is true for 2nd and 3rd lvl bots.
I would rather keep system :
3(previous lvl)+added_mats >> 3 better bots
Its easyer for remember. Also it means you start up with a base then improve and add on top. Also the resulting capsule could be a bit cheaper.

2nd lvl bot need an HP buff as he is the standing beacon, his lifetime in the (current) battle is one digit of seconds. Total waste of material and time in the combat zone.
Proposal : Set HP to 200HP , acid resistance 90%, explosion resistance 90%, range of shooting 10 + add long lasting stun effect on hit (3seconds) (same animation as landmines), set his target priorities to shoot at closest non-stuned targets first, then choose from stuned by the sorted countdown of stun effect. So he can a "perma stun" low amount of biters and slowly chew them. Also set Distraction bot agrro above the character, to promote this let bot make a sound and/or emite light. So its clear to player its a honey trap. That way the bot draw attention, last longer, and defend himself mostly as delaying danger so player is encouraged to follow up grenades/explosive rocket on disabled biters.

3rd lvl of bot is quite expensive. Compare to Atomic bomb. Atomic bomb is cheaper. Robot should last much much longer, to give back his value. Like 240s.
Last edited by gGeorg on Fri Dec 06, 2019 11:51 am, edited 5 times in total.

Koub
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Re: Destroyer capsules

Post by Koub » Fri Dec 06, 2019 11:10 am

A very related discussion here : viewtopic.php?f=16&t=68384
Koub - Please consider English is not my native language.

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