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[MOD 0.12.x] Tesla Turret

Posted: Sat May 21, 2016 3:40 pm
by dnatabar
Type: Mod
Name: Tesla Turret
Description: Adding a short-range but powerful tesla coil, ideal vs. biters
License: Creative Commons Attribution 4.0 International License
Release: 2016-05-21
Tested-With-Factorio-Version: 0.12.33
Category: SimpleExtension
Tags: Turret, Electric, Animated, Texture
Download-Url: See attachment at bottom of post
Website: https://github.com/dnatabar/TeslaTurret_Factorio
License
Long description
Pictures
Version history
Upcoming

Re: [MOD 0.12.x] Tesla Turret

Posted: Sat May 21, 2016 3:48 pm
by steinio
Nice animation.

Edit: The downloaded file has not the right format.
Could you please change the filename.

Greetings steinio

Re: [MOD 0.12.x] Tesla Turret

Posted: Sat May 21, 2016 7:06 pm
by dnatabar
Doesn't seem github will allow me to set the format to Tesla_Turret_version, only Tesla_Turret-version,
so i'm attaching it to the first post in a second, and removing the direct link.
Thanks for the heads up =)

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 12:28 am
by Lightning_Bird
Apart from the look it is nothing more than a laser turret.
Is it possible to make it work like a flame thrower but with Tesla theme?
By this I mean make the lightning jump from enemy to enemy or make it so the turret generates a field that shocks every enemy that comes close enough.

I think this would make it more distinct and interesting.

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 10:36 am
by dnatabar
Well, first, it is doing electric damage unlike a laser turret Laser damage
Second, it is short range, higher damage, made for biters rather than spitters.

But i am looking into making it more AoE/chain-like, as that would fit in the spirit of a tesla coil ( at least according to my head ) better =)

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 1:50 pm
by NoriSilverrage
Looks pretty nifty. I like the idea of a short range high power turret. The build costs are much too high though. Costs about 10x a laser turret, but provides only 50% more DPS (at the cost of range). To be honest it would probably be fine if it's cost was very similar to the laser turret. Reason being that having half the range is a huge downside. You also get less effective DPS because a target is in range less and ranged enemies are un-hittable.
Just some thoughts.

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 2:34 pm
by Lightning_Bird
dnatabar wrote:Well, first, it is doing electric damage unlike a laser turret Laser damage
Second, it is short range, higher damage, made for biters rather than spitters.

But i am looking into making it more AoE/chain-like, as that would fit in the spirit of a tesla coil ( at least according to my head ) better =)
I'm looking forward to it.

Ps. Now that I think of it, even a steady lightining should do. Let's say you touch something under high voltage. It will electrocute you and it is constant. It's doesn't electrocute you in bursts.
I think the point is clear :)

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 3:26 pm
by dnatabar
NoriSilverrage wrote:Looks pretty nifty. I like the idea of a short range high power turret. The build costs are much too high though. Costs about 10x a laser turret, but provides only 50% more DPS (at the cost of range). To be honest it would probably be fine if it's cost was very similar to the laser turret. Reason being that having half the range is a huge downside. You also get less effective DPS because a target is in range less and ranged enemies are un-hittable.
Just some thoughts.
Fair point, i just ramped up the cost to make sure it wasnt a cheap alternative, as it does far more damage, but i might have set it too high. i'l take it into account =)


Lightning_Bird wrote:
dnatabar wrote:Well, first, it is doing electric damage unlike a laser turret Laser damage
Second, it is short range, higher damage, made for biters rather than spitters.

But i am looking into making it more AoE/chain-like, as that would fit in the spirit of a tesla coil ( at least according to my head ) better =)
I'm looking forward to it.

Ps. Now that I think of it, even a steady lightining should do. Let's say you touch something under high voltage. It will electrocute you and it is constant. It's doesn't electrocute you in bursts.
I think the point is clear :)
Currently it does a constant beaml, not small shots, but i will look into making it a longer-lasting "beam" instead of a "zap zap zap" it'l be "zaaaaaaapppp" :)

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 5:38 pm
by Lightning_Bird
Something like this
I can't manage to make it change targets faster. But it looks cool. Works great vs enemies with large health pools (especially versus enemies in DyTech, where everything becomes almost immune to laser damage)

Ps. Chaning it to very fast shooting with very low damage fits nicely.

Re: [MOD 0.12.x] Tesla Turret

Posted: Sun May 22, 2016 8:36 pm
by orzelek
Making it very low damage will potentially remove the damage due to armor. And in some mods enemies have actual resistances to laser damage.

Re: [MOD 0.12.x] Tesla Turret

Posted: Mon May 23, 2016 6:59 am
by Lightning_Bird
orzelek wrote:Making it very low damage will potentially remove the damage due to armor. And in some mods enemies have actual resistances to laser damage.
I'm used to higher numbers so for me very low is not that low actually :)
I guess you can customize it for your needs, but I feel like it fits to the theme more. Either an AOE effect, or constant (fast/low damage) / powerful (slow/high damage) beam.

Re: [MOD 0.12.x] Tesla Turret

Posted: Mon May 23, 2016 10:47 am
by dnatabar
Lightning_Bird wrote:
orzelek wrote:Making it very low damage will potentially remove the damage due to armor. And in some mods enemies have actual resistances to laser damage.
I'm used to higher numbers so for me very low is not that low actually :)
I guess you can customize it for your needs, but I feel like it fits to the theme more. Either an AOE effect, or constant (fast/low damage) / powerful (slow/high damage) beam.

I'm going for some sort of AoE/Chaining if i can make it work nicely, else it will be a slow and powerful beam, mainly to take out high resistance/health biters