Spidertron speed buff

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NotRexButCaesar
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Re: Spidertron buff

Post by NotRexButCaesar »

micromario wrote:
Tue Aug 18, 2020 3:40 pm
You can modify spidertron speed
I'm the author of Tarantulator and I was able to make it slower than Spidertron
All you need to do is increase the initial_movement_speed and movement_acceleration properties for the spidertron leg prototypes
ptx0 wrote:
Tue Aug 18, 2020 5:31 pm
spidertron's strength is in numbers and the fact they are remote controllable.

make a group of them, outfit a few with lasers, some with rockets, some energy shields, roboports and repair packs. send them out. they don't even need exoskeletons, because they'll make it there eventually.

saying that end-game people won't use it is kinda weird because there's a whole military tech tree that is basically ignored by most megabase builders. a lot of people don't use combat robots, spidertron will probably be another one of those.
Why exactly does anyone want it slow? How is making it faster bad exactly?
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Re: Spidertron buff

Post by Serenity »

I agree that it could be faster. It's fine for walking around in the base and remote controlled maybe, but it's painful to manually walk to more distant enemy bases

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Re: Spidertron buff

Post by Hannu »

ptx0 wrote:
Tue Aug 18, 2020 5:27 pm
this sounds like a perfect solution for the mods that you don't have a problem with. you should try TagToTeleport mod, and just stop walking around the map altogether.
Thanks for the tip, maybe I try it.

I have no problems with mods but there is clearly many players who have. Therefore it would be better to have more options for combat, multiplayer competition and megabase building oriented players. They will always be contradicting playstyles and there will not be single agreement which is best balance for all groups.

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Re: Spidertron buff

Post by Hannu »

ptx0 wrote:
Tue Aug 18, 2020 5:31 pm
spidertron's strength is in numbers and the fact they are remote controllable.

make a group of them, outfit a few with lasers, some with rockets, some energy shields, roboports and repair packs. send them out. they don't even need exoskeletons, because they'll make it there eventually.
What I have seen in videos remote control is not practical. You have to command every move to every unit by yourself which needs continuous concentration. I would understand remote control better if there were some kind of clever automation. At least I should be able to define a route which spidertron would follow and set commands for different parts of route, like kill all enemy units you see, activate construction bots, train like wait commands so that spidertron could come to base, leave wood, stone and other scrap and fill inventory with building material, and go automatically back to construction work. I hope that devs have some ideas like this to get spidertron really interesting and useful endgame tool.

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Re: Spidertron buff

Post by NotRexButCaesar »

ptx0 wrote:
Tue Aug 18, 2020 5:26 pm
it's not a problem to me, i like the balance how it is. if you like to play vanilla, play vanilla. don't come here to complain about balancing decisions you can take care with a mod?
The balancing subforum is not a place for mod suggestions.
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Re: Spidertron buff

Post by EnerJi »

+1 on speed increase for spidertron.

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Re: Spidertron buff

Post by ssilk »

Nothing is more lame in a game than an almighty weapon.

Perfect task for mods.

Looks stupid if running that fast.

If your base is that big use other mods. Like teleportation. Or just use trains.

Use concrete to run faster.

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Re: Spidertron buff

Post by NotRexButCaesar »

ssilk wrote:
Sat Aug 22, 2020 6:04 am
Nothing is more lame in a game than an almighty weapon.

Perfect task for mods.

Looks stupid if running that fast.

If your base is that big use other mods. Like teleportation. Or just use trains.

Use concrete to run faster.

... many more reasons ...
We don’t want an almighty weapon. We just want it to have the ability to go at least as fast as the player can. How can you know that it would look stupid if it went fast? Isn’t that a matter of opinion anyway?
The problem isn’t that moving around the base is too hard, the problem is one of the intended uses of the spidertron: riding in it as a vehicle, is not able to be used because there is a balancing issue. If I just wanted a way to move faster, I would have put this in the ideas and suggestions forum. This is an issue with game balance, so I put it in the balancing subforum.
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Re: Spidertron buff

Post by NotRexButCaesar »

I would just like to reiterate that the spidertron is slower than both the car and the player, even with the maximum possible number of exoskeletons.
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Re: Spidertron speed buff

Post by IronCartographer »

I like the idea of player armor exoskeletons being able to augment the spidertron's movement, considering PLDs are not obstructed by riding a vehicle. In similar fashion, it would be nice if the spidertron could redirect its built-in reactor power to its grid when idle (not using energy by moving), or even share energy between the player's grid and the vehicle's.

This is all within the realm of possibility for modding, though never as cleanly as the base game would handle it, of course.

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Re: Spidertron speed buff

Post by floydwalker »

Spidertron has become my new home, I build from it, oh how I love not getting stuck in between beacons and pipes and not getting run over by trains. I carry bulk stuff in it. I attend my outposts when needed. For long walks I use the path function and use the map view to look around my base checking how things are going, most of the time I'm already at my destination before I'm done.

With two exoskeletons the speed is fine, any faster and building from it would get difficult.

Also there's this mod https://mods.factorio.com/mod/spidertron-extended. Faster spidertrons, bigger grids for more exoskeletons. Good solution for those who want bigger faster harder better?

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Re: Spidertron speed buff

Post by NotRexButCaesar »

floydwalker wrote:
Thu Feb 25, 2021 9:41 pm
With two exoskeletons the speed is fine, any faster and building from it would get difficult.
You aren’t forced to add exoskeletons if you are happy with the speed, we just think there should be an option to add more if you want to.

floydwalker wrote:
Thu Feb 25, 2021 9:41 pm
Also there's this mod https://mods.factorio.com/mod/spidertron-extended. Faster spidertrons, bigger grids for more exoskeletons. Good solution for those who want bigger faster harder better?
I am aware of the mod. I use spidertron enhancements (https://mods.factorio.com/mod/SpidertronEnhancements), which allows the spidertron to ride in a train. The point of this post is not to solve a specific problem I have, it is a discussion about whether increasing spidertron speed would make the game more fun to play or not.
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