base health of rocket turret is too low

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Stargateur
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base health of rocket turret is too low

Post by Stargateur »

gun turret 2x2: 400 hp; ratio 100
laser turret 2x2: 1000 hp; ratio 250
flamethrower turret 2x3: 1400 hp; ratio 233.3 (100% fire)
artillery turret 4x4: 2000 hp; ratio 125 (tons of resistance)
tesla turret 4x4: 1000 hp; ratio 62.5
railgun turret 5x3: 4000 hp ratio 266.6
wall 1x1: 350 hp ratio 350 (somehow less resistance than artillery turret)

rocket turret 3x3: 44.4

rocket turret have a pathetic base health ratio (and tesla too but at least 1000 is enough to handle some damage) (and gun turret is also quite bad compared to laser)

rocket turret should have at least 1500 hp, 1800 hp look perfect
fencingsquirrel
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Re: base health of rocket turret is too low

Post by fencingsquirrel »

I was about to make a topic on this, but man this really needs to be emphasized.

Rocket turrets <<<evaporate>>> when big stompers appear, and they were clearly meant to counter them. The main problem is that their other low hp counterpart, gun turrets, was balanced around killing behemoths with uranium bullets in a fraction of a second. Rockets simply take too long to reach their target. You can put beefier weapons in front, in which case the rocket turrets contribute nothing because their targets are either already dead or destroyed your turrets.

I have found use in using them as enemy wake upcall for tesla turrets, or just massed themselves, in parts of the factory I don't expect to get attacked and that's about it. If 20 blow up by some freak attack out of nowhere, they can get replaced.

Protecting farms or artillery? Hell no.

They could easily be buffed 4x hp considering what they are meant to target. Really anything less and they're just not useful. Consider that a player already needs to have a functional base on gleba just to unlock them, so they put in the effort. They should be good!
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MEOWMI
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Re: base health of rocket turret is too low

Post by MEOWMI »

I do agree it just feels too low no matter how you look at it. You could even double the HP and they would still not be too strong. So... actually doubling their health is actually an outright realistic suggestion! That's just how extremely low their HP is!

The critical weaknesses of rocket turrets are numerous:
  • Rockets are slow, and this speed problem is even worse when you consider that stompers move very fast.
  • Because of low HP and low turning rate, rocket turrets will lose the fight, having shot zero rockets, if they started off in the wrong turning position.
  • Compared to other turrets, they are very expensive to craft.
  • Contrasted to rocket turrets, Spidertrons do not even need to turn at all and fire multiple times faster (and have easily 10x as high effective health.)
All of this is made so much worse by their low HP. They die very easily!
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Re: base health of rocket turret is too low

Post by Chernobyltoast »

Was just gonna post something like this, it really is ridiculous how an expensive 3x3 turret is tied with the starting MG turret for the lowest hp.

Its also the only turret that's weaker than its handheld counterpart with half the ROF as the rocket launcher.
They're only really suited for dealing with strafers with their long-ish range, though it really isn't that great considering how quickly stompers can close the gap and pop them underfoot.

They definitely need an increase to their health so they can be more than a progression block for space travel, maybe even some more range if that doesn't mess with their balance as space platform defences too much.
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Re: base health of rocket turret is too low

Post by fencingsquirrel »

I think a large range boost could alternatively work instead of hp: I think the rationale was that rocket turrets were meant to be behind things, but this simply doesn't work with big stompers just walking all over everythign in front.

An interesting change to rocket turret would be to dramatically increase it's range and reduce it's rate of fire. But this would mess with space balance so perhaps not.
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