About gun turrets
Posted: Thu Jul 31, 2014 9:49 pm
I tried building a factory that only used gun turrets. Partly because guns have awesome damage output (with AP ammo) and I prefer their "style" to lasers, and partly just because I wanted something to be different about the new factory, compared to the last few.
This proved problematic however, since I like to play in a setting where you are forced to fight the biters early on, which accellerates the evolution, and makes for a more interesting (for me) game. Playing with "small" starting area and "large" and "frequent" biter camps, I learned the hard way that:
1) The price in iron and copper ore, not to mention the energy to produce the plates and steel as well as the actual ammo, is _considerable_ when the biters have evolved, and they attack each night, because you cannot wipe out that 18 spawner hive sitting very close to your ressource patch.
2) Providing ammo to new ressource mining operations becomes increasingly difficult as the game progresses. Fully automating this takes considerable time and resources. Keep in mind that AP ammo can only be produced where you have BOTH copper AND iron (so how to you protect those oil rigs, or your coal mine?)
3) Serial feeding gun turrets with autoloaders eventually becomes problematic, when that 18 spawner hive sends waves of 30+ biters where perhaps as many as one third are large biters... because the turrets (which now have most of the attack speed upgrades) will burn through 10 clips of ammo in the time it takes you to whisper "Oh sh*t".., which will rapidly lead to ammo starvation of the turrets downstream of the ammo-carrying conveyor (not to mention that a fast inserter probably can't even reload a turret fast enough to keep it fed, even if the ammo supply was perfect logistic-wise).
I realize that not everyone likes to play the game this way, but even so..
I propose that gun turrets are rebalanced. Mainly, the ammo should be slightly cheaper in ressources and time to produce, and it should be possible to set a global default for how much ammo a turret is loaded with (instead of the hardcoded 10, which is not enough IMO).
If any of you have ideas for how to solve the serial ammo feed issue in a manner that doesn't require a lot of space (which is scarce at "harder difficulty" settings), then I would love to hear about them and discuss them. Obviously parallel (to some degree) ammo feeding is the alternative to serial feed, but how to do this in a cost and space efficient manner? Please consider that number of turrets required mid-/late-game when the biters have evolved significantly.
/Nimaniel
This proved problematic however, since I like to play in a setting where you are forced to fight the biters early on, which accellerates the evolution, and makes for a more interesting (for me) game. Playing with "small" starting area and "large" and "frequent" biter camps, I learned the hard way that:
1) The price in iron and copper ore, not to mention the energy to produce the plates and steel as well as the actual ammo, is _considerable_ when the biters have evolved, and they attack each night, because you cannot wipe out that 18 spawner hive sitting very close to your ressource patch.
2) Providing ammo to new ressource mining operations becomes increasingly difficult as the game progresses. Fully automating this takes considerable time and resources. Keep in mind that AP ammo can only be produced where you have BOTH copper AND iron (so how to you protect those oil rigs, or your coal mine?)
3) Serial feeding gun turrets with autoloaders eventually becomes problematic, when that 18 spawner hive sends waves of 30+ biters where perhaps as many as one third are large biters... because the turrets (which now have most of the attack speed upgrades) will burn through 10 clips of ammo in the time it takes you to whisper "Oh sh*t".., which will rapidly lead to ammo starvation of the turrets downstream of the ammo-carrying conveyor (not to mention that a fast inserter probably can't even reload a turret fast enough to keep it fed, even if the ammo supply was perfect logistic-wise).
I realize that not everyone likes to play the game this way, but even so..
I propose that gun turrets are rebalanced. Mainly, the ammo should be slightly cheaper in ressources and time to produce, and it should be possible to set a global default for how much ammo a turret is loaded with (instead of the hardcoded 10, which is not enough IMO).
If any of you have ideas for how to solve the serial ammo feed issue in a manner that doesn't require a lot of space (which is scarce at "harder difficulty" settings), then I would love to hear about them and discuss them. Obviously parallel (to some degree) ammo feeding is the alternative to serial feed, but how to do this in a cost and space efficient manner? Please consider that number of turrets required mid-/late-game when the biters have evolved significantly.
/Nimaniel