In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him?
Twinsen wrote:In the end maybe your ingenuity and effort of building all those electric poles should be rewarded; If the player wants to do it that way, why not let him?
Twinsen wrote:This method is very powerful and
usuallydoesn't cost anything.
Still I am interested if any of you (the community members) had any different ideas about a 'Tower defense esque' level for the game.
malecord wrote:On a side note: what is that yellow patch on bottom-right?
IronCartographer wrote:malecord wrote:On a side note: what is that yellow patch on bottom-right?
Check out the 'after' video: https://www.reddit.com/r/factorio/comme ... on_speeds/
So near the end game, a rocket launcher will be better than the machine gun.
Discharge defense equipment pushes back, stuns
There is also one thing that we always talked about trying to remove: turret-creep (destroying biters base building turrets closer and closer). This method is very powerful and usually doesn't cost anything. So far I believe that we did not find a simple, fun and fair solution.
Savi- wrote:When picking up a tower, you get back the raw materials instead of the turret.
WBS wrote:I personally enjoy the turret creep strategy, so I don't think taking it out would be good idea. However, I understand that is a bit OP, but I think that is just because there seems to be only one dimension to the combat. Perhaps if you made a new alien type that was slower but had really long range, like an artillery unit. Then on the flip side, you can give the player the ability to create artillery towers too. That way if we try to creep up with turrets we have to keep the artillery units in mind.
Increased the damage, range and health of biters worms.
IronCartographer wrote:Maybe this is intended to address that:Increased the damage, range and health of biters worms.
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