After ... 7000 hours on factorio... OMG, ok that probably a wrong number cause game is often running in background haha. Anyway, I really feel player get punished using gun turret. The difference of cost between them and laser is stupidly high. My problem is laser turret is just better if you are low on resource, energy in factorio is basically free once you hit solar panel. you just need space. And flame turret are... completely op I don't even want to compare them to gun tower but let's say flame turret is special (aoe and stuff) I think the comparison is more about gun versus laser turret (mono target turret)
The worst is the speed fire upgrade make them cost more if you didn't update the damage instead BUT fun fact... the gun turret late gun is completely OP, that because the technology both increase ammo damage AND gun turret damage. While the laser one only increase laser damage. What does that change well the two upgrade are multiplicative. That why late game gun turret and tank turret feel so strong so here a tips ALWAYS give priority to damage. And notice I DON'T COMPLAIN ABOUT THIS. I think using ammo should be rewarded. Gun turret are harder to use and yet mid game they sux.
And why their range is less than laser... just why. It should be the opposite to reward player doing logistic to feed ammo to a turret.
These conclusion are based on vanilla bitter and rampant mod (try defend rampant with gun turret GL all your factory will be producing ammo and it will still not be enough)
Defence economy balance
- Stargateur
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Re: Defence economy balance
Vanilla turrets are probably balanced for vanilla biters, not rampant biters. And for vanilla, I think the two current single target turrets give interesting trade offs. The no logistics, easy to use, better have a beefy excess power production laser on the one hand, the high logistics, low(er) range, extremely high DPS gun turret on the other. And the flame thrower to complete them with devastating delayed AOE.Stargateur wrote: Sat Aug 17, 2024 8:36 pm These conclusion are based on vanilla bitter and rampant mod (try defend rampant with gun turret GL all your factory will be producing ammo and it will still not be enough)
Koub - Please consider English is not my native language.
Re: Defence economy balance
Love Factorio not a big fun of enemies. Just to talk against myself, flamethrower IS overpowered in the normal game.
My suggestions are:
- nerf the range/damage of flamethrower (I like the upgrade to the current level idea)
- make enemy attack smarter and walk around the flames. Not just stupidly walk into death in huge groups. E.g. handle fire as an obstacle (?)
- I'd keep turrets going w/o electricicy - as a last resport to have the "put a turret and give it ammo quickly" to clean up an enemy base far from your base
- I'd keep turret range under spitters: would make turrets OP
Once you can do wall+Roboports to repair, you're done, only expansion of your base needs manual work. I use turrets to minimize repairs basically. W/burner inserters no electricity needed even.
Actually I tend to just build a piece of wall into an enemy base - loose some const bots, needs some attention to let oil flow during the building yes...
So I'm the "slow" type of player, my suggestion is based on my style / how I enjoy this game.
PS: The upper wall on my screesnhot shows the turret's range.
My suggestions are:
- nerf the range/damage of flamethrower (I like the upgrade to the current level idea)
- make enemy attack smarter and walk around the flames. Not just stupidly walk into death in huge groups. E.g. handle fire as an obstacle (?)
- I'd keep turrets going w/o electricicy - as a last resport to have the "put a turret and give it ammo quickly" to clean up an enemy base far from your base
- I'd keep turret range under spitters: would make turrets OP
Once you can do wall+Roboports to repair, you're done, only expansion of your base needs manual work. I use turrets to minimize repairs basically. W/burner inserters no electricity needed even.
Actually I tend to just build a piece of wall into an enemy base - loose some const bots, needs some attention to let oil flow during the building yes...
So I'm the "slow" type of player, my suggestion is based on my style / how I enjoy this game.
PS: The upper wall on my screesnhot shows the turret's range.
Re: Defence economy balance
I would increase oil consumption of stationary flamethrowers. I think, the handheld and vehicle one use considerable more oil for the same impact.Belter wrote: Sun Dec 14, 2025 5:34 pm Love Factorio not a big fun of enemies. Just to talk against myself, flamethrower IS overpowered in the normal game.
It's also quite effective against big groups with it's AOE. Maybe something could be tweaked, that you would rather have to point exactly to one biter at a time, without directly clearing the whole group around at that rate, a bit AOE should stay, though.
Burning/on-fire damage also lasts super long. like 30sec? iirc. You can set a green biter on fire and it will almost die over time without doing anything else.


