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I personally never touch tier 2 I always skip from 1 to 3. If there was say a 1 - 3 -4(or 5) I might consider it that 5 being something stupid end game. I like to someday see really expensive you beat the basic game play (that some people call it) and here is some really expensive things you can make with resources outside of just rocket launches / research.Harkonnen wrote:In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier-1? (that's just thoughts)
I also don't use tier 2, and barely even use tier 1 modules. In most cases i just jump from assemblers 2 without modules to assemblers 3 with production modules 3 + beacons with speed modules 3. But with that said, please, don't remove tier 2 from the game and don't just make their cost built-in into tier 3 recipes, because i enjoy logistics of modules production facilities with managing 3 different tiers getting produced in right ratios and stuff like that. Much more interesting than just setting 1 straight belt line with circuits and crafting just 1 item from them (like many other facilities in the game). At the end of the day, it's all what factorio is about: figuring out and making chains of (probably) efficient poduction units.Harkonnen wrote:In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier-1? (that's just thoughts)
I frequently use Tier 2 Efficiency modules. 2 of them in something like an Electric Furnace puts you exactly at the 80% energy reduction cap - useful to keep power consumption down in early to midgame factories before you get nuclear power going. But the same result could be achieved with 1 tier 3 and 1 tier 1 module, so as long as the tier 3 modules remain as accessible as tier 2's, the tier 2's can be omitted.Harkonnen wrote:In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier-1? (that's just thoughts)
Maybe introduce bobmod's God Modules (just Tier 1) in the base gameKane wrote:... I like to someday see really expensive you beat the basic game play (that some people call it) and here is some really expensive things you can make with resources outside of just rocket launches / research. ...
Same here. Also in pumpjacks. Also when using beacons I'll tend to use mostly T3 efficiency modules (in a mix with T3 speed modules) in the beacons (and T3 productivity in the assembler/chem-plant/whatever), but will often use one or two T1 and/or T2 efficiency modules in the beacons in order to reach the -80% power limit without spending unnecessary resources on T3. It can also turn out the other way - full T3 efficiency modules and only enough room under the -80% for a T1 or T2 speed module, or even a mix of the two. (How it turns out depends on the type of production being beaconed as well as how many beacons you're using as well as what level of productivity module you're up to.) I also use T1/T2/T3 productivity modules based on progression - not just tech level but what I can afford at the time - I often have the tech for a given level of beacon long before I have the resources to mass-produce that level of beacon. (This is in part thanks to power armor.)Aeternus wrote:I frequently use Tier 2 Efficiency modules. 2 of them in something like an Electric Furnace puts you exactly at the 80% energy reduction cap
No, that's not the same result - that's a (~2.5x) more expensive solution.Aeternus wrote:But the same result could be achieved with 1 tier 3 and 1 tier 1 module, so as long as the tier 3 modules remain as accessible as tier 2's, the tier 2's can be omitted.
Yes, you need a lot of T3 efficiency modules in beacons if you want to max out productivity (in the resource amplification sense) while minimizing pollution (which requires hitting the -80% power limit -- with 4 T3 productivity modules in a factory, and due to the 50% derating of modules in beacons, you need to provide at least 800% worth of efficiency modules, e.g. 16 T3 efficiency modules, to pull power usage down to -80%). And then pushing pollution even lower (and speed higher) requires using a mix of efficiency and speed modules in any remaining beacon slots to push speed as high as possible while still maintaining that -80% power usage.Selvek wrote:On another note, does anyone use efficiency 3 for anything? The benefits over efficiency 1 are minimal compared to the cost...
Wrong - T2 are still cheaper, allowing you to get them with less resources and get them sooner and scale up your factory faster.DjTeo wrote:The only usefulness of T2 was that they didnt need alien artifact like T3, now that alien artifacts removed there are no use of T2.
For efficiency modules, I use T1 until I have enough resources to mass-produce T2's. I then replace all my T1's with T2's. I rarely use T3's as they are super expensive to craft, and so I use them mainly in machines that consume a lot of power. I use 2 T2's in a Level 2 Assembler when crafting something like Fast Transport Belts, which can't be productivitfied and only take half a second to craft. This gets me to the 80% power reduction. I would get the same effect with a T1 and a T3 but it would be much more expensive to make.Harkonnen wrote:In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier-1? (that's just thoughts)
This is really the key point: Having meaningful choices to make makes playing the game more satisfying. Preserving and creating meaningful choice should be a guiding principle for the Factorio devs (and for anyone doing game design really).QGamer wrote:Personally, I like the T2 modules because they give the player a choice: do you want to save resources, save energy, or some balance in between?
+1iceman_1212 wrote:Tier 2 modules came in extremely handy in my playthrough on the new marathon setting.