[2.0.17] Laser turret max consumption is increasingly misleading in Space Age
Posted: Thu Nov 14, 2024 2:48 pm
Laser turret max consumption is misleading and Space Age makes the problem worse.
This has been reported before many times: 121161 viewtopic.php?t=102287
The answer is always "not a bug" "deal with it" "buffer recharge" "accumulators"....
Consider this a persuasive essay on why it is a bug.
Laser turrets state they have a max consumption of 3.86 MW, regardless of quality. If a player reads that and the accumulator details (300kw output), they will calculate that they need around 12 accumulators to prevent a single laser turrets from causing a brownout.
However, laser turrets actually draw ~9 MW briefly to recharge their buffer. And what's more, this recharge rate is secretly increased for higher quality turrets, even though the power stats in the tooltip are exactly the same.
This means that for a single epic quality turret (which can draw up to 18MW in short bursts), you will need 60 accumulators just to prevent brownouts. And if you have two epic turrets, you need to be ready for them to sync their charge phase and draw up to 36MW.
Now this is all some idle complaints for Nauvis, because usually you end up with enough accumulators and power gen, and there are enough turrets over a wide area so the phases are never all synced. BUT now we have the challenge of defending a tiny space platform with a compact design. Of course laser turrets are bad for most asteroids, but they do have a slight niche with cleaning up small asteroids. This niche is unfortunately really not worth it specifically because of this issue, since you have to spam 100 accumulators on your space platform just to support 2 laser turrets without browning out.
The obvious solution from a player perspective is: reduce the buffer recharge rate for turrets to be sort of close to the average consumption. This is the only machine that has such an extreme difference between the expected and actual power drain.
The second solution, if for some reason controlling the recharge rate for turrets specifically is too much to ask for, is to list the actual buffer recharge rate somewhere. Maybe "peak consumption" or something. The fact that there is no indication that higher quality turrets have completely different accumulator requirements, and that this information is visible nowhere, seems like a dead giveaway that something is missing in the tooltip information.
This has been reported before many times: 121161 viewtopic.php?t=102287
The answer is always "not a bug" "deal with it" "buffer recharge" "accumulators"....
Consider this a persuasive essay on why it is a bug.
Laser turrets state they have a max consumption of 3.86 MW, regardless of quality. If a player reads that and the accumulator details (300kw output), they will calculate that they need around 12 accumulators to prevent a single laser turrets from causing a brownout.
However, laser turrets actually draw ~9 MW briefly to recharge their buffer. And what's more, this recharge rate is secretly increased for higher quality turrets, even though the power stats in the tooltip are exactly the same.
This means that for a single epic quality turret (which can draw up to 18MW in short bursts), you will need 60 accumulators just to prevent brownouts. And if you have two epic turrets, you need to be ready for them to sync their charge phase and draw up to 36MW.
Now this is all some idle complaints for Nauvis, because usually you end up with enough accumulators and power gen, and there are enough turrets over a wide area so the phases are never all synced. BUT now we have the challenge of defending a tiny space platform with a compact design. Of course laser turrets are bad for most asteroids, but they do have a slight niche with cleaning up small asteroids. This niche is unfortunately really not worth it specifically because of this issue, since you have to spam 100 accumulators on your space platform just to support 2 laser turrets without browning out.
The obvious solution from a player perspective is: reduce the buffer recharge rate for turrets to be sort of close to the average consumption. This is the only machine that has such an extreme difference between the expected and actual power drain.
The second solution, if for some reason controlling the recharge rate for turrets specifically is too much to ask for, is to list the actual buffer recharge rate somewhere. Maybe "peak consumption" or something. The fact that there is no indication that higher quality turrets have completely different accumulator requirements, and that this information is visible nowhere, seems like a dead giveaway that something is missing in the tooltip information.