Quality artillery is broken
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Quality artillery is broken
It’s the only entity in the entire game that is given the same effect by both its quality and an infinite research, so they multiply. And the result is seriously OP. It’s not hard at all to get an artillery range larger than your entire revealed map out of just one turret. Half the fun of artillery is supplying artillery outposts far away on your perimeter, or even outside of it. In Space Age all you need is one turret in the center of the map, and you’re set for life. It’s a real gameplay downgrade, imo.
So, my proposed solution to this is to give the artillery turret a different quality effect, and leave range to tech only. Besides, artillery range is already easier to research due to Space Age buildings and quality allowing for much greater production capabilities. That alone can buffs artillery quite a lot.
My ideal candidate for the new effect would be shell splash area. Doesn’t directly overlap with any infinite tech (which would either produce an OP effect or make the infinite tech useless), and still provides a useful bonus. It would allow artillery to both work faster and consume less shells. I am little concerned about the feasibility of implementing this, but who knows, maybe it’s not too bad.
So, my proposed solution to this is to give the artillery turret a different quality effect, and leave range to tech only. Besides, artillery range is already easier to research due to Space Age buildings and quality allowing for much greater production capabilities. That alone can buffs artillery quite a lot.
My ideal candidate for the new effect would be shell splash area. Doesn’t directly overlap with any infinite tech (which would either produce an OP effect or make the infinite tech useless), and still provides a useful bonus. It would allow artillery to both work faster and consume less shells. I am little concerned about the feasibility of implementing this, but who knows, maybe it’s not too bad.
Re: Quality artillery is broken
I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the higher levels of Infinite research.
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Re: Quality artillery is broken
I dissagrea.
I think this is hugley dependet on playstyle. I play on rail world map settings and my permiters are quit far away and with many (don't recall exactly) levels of artilery range I am still no where near being able to reach my permiiter from the center of my base (atleast not in auto mode).
I think this is hugley dependet on playstyle. I play on rail world map settings and my permiters are quit far away and with many (don't recall exactly) levels of artilery range I am still no where near being able to reach my permiiter from the center of my base (atleast not in auto mode).
Re: Quality artillery is broken
Not everybody wants to put in the effort to get a legendary artillery turret. This would nerf the turret for everyone.eugenekay wrote: Fri Mar 21, 2025 12:50 am I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the higher levels of Infinite research.
The idea behind quality should be to make quality items extra good, not to make non-quality items practically unusable and quality items tolerable.
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Re: Quality artillery is broken
Infinite research and legendary quality is exactly where I expect things to be incredibly overpowered. What's the problem with investment into vertical scaling leading to vertical scaling?
Re: Quality artillery is broken
This change would be gated/Balanced for the Quality mods and/or Space Age (where you explore less due to resource needs, so Maps are smallr) being enabled, presumably.Kyralessa wrote: Fri Mar 21, 2025 9:00 amNot everybody wants to put in the effort to get a legendary artillery turret. This would nerf the turret for everyone.eugenekay wrote: Fri Mar 21, 2025 12:50 am I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the higher levels of Infinite research.
The idea behind quality should be to make quality items extra good, not to make non-quality items practically unusable and quality items tolerable.

Even a miniscule 64 Tiles of starter automatic firing is plenty to keep the Spawners to the edge of Radar visibility - and it only goes up from there. This seems far more "Balanced" than having a single Artillery Turret span the entire Map.
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Re: Quality artillery is broken
Railworld isn’t a playstyle, it’s a settings modification. And the game should always be balanced around the default settings.SirSmuggler wrote: Fri Mar 21, 2025 7:53 am I dissagrea.
I think this is hugley dependet on playstyle. I play on rail world map settings and my permiters are quit far away and with many (don't recall exactly) levels of artilery range I am still no where near being able to reach my permiiter from the center of my base (atleast not in auto mode).
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Re: Quality artillery is broken
Quality should only give things bigger numbers, it shouldn’t affect the way you use them. At least, not in a way that makes them easier to use/reduces their complexity. A quality assembling machine doesn’t simplify the ingredients of the recipe, and a quality inserter doesn’t have a longer reach. You still use them in the same way, you just need less of them to achieve a certain goal (or can achieve a greater goal with the same amount of them).computeraddict wrote: Fri Mar 21, 2025 9:58 am Infinite research and legendary quality is exactly where I expect things to be incredibly overpowered. What's the problem with investment into vertical scaling leading to vertical scaling?
This definition should on paper also apply to artillery turrets, as you could space them out further along your perimeter if each covered a greater range. But with infinite research added into the mix, it’s simply a matter of the numbers spiraling way out of control and producing an undesirable result. Instead of artillery simply being better at what it does, it instead gets to change its position in your base so that it’s easily within reach of your primary logistics.
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Re: Quality artillery is broken
It doesn't fundamentally change how you use it. You still need all of the other perimeter defenses, you just don't need to haul shells as far.CyberCider wrote: Fri Mar 21, 2025 5:36 pm Quality should only give things bigger numbers, it shouldn’t affect the way you use them. At least, not in a way that makes them easier to use/reduces their complexity. A quality assembling machine doesn’t simplify the ingredients of the recipe, and a quality inserter doesn’t have a longer reach. You still use them in the same way, you just need less of them to achieve a certain goal (or can achieve a greater goal with the same amount of them).
This definition should on paper also apply to artillery turrets, as you could space them out further along your perimeter if each covered a greater range. But with infinite research added into the mix, it’s simply a matter of the numbers spiraling way out of control and producing an undesirable result. Instead of artillery simply being better at what it does, it instead gets to change its position in your base so that it’s easily within reach of your primary logistics.
What I think you and others in this thread are balking at is the quadratic nature of the coverage area increase compared to the linear benefits of all other quality and infinite research (except for gun turret damage, which is also quadratic growth). It's a similar reason to why Path of Exile eventually got tired of area of effect % radius stacking and replaced the mechanic with area of effect %, where it was the area affected by the stat instead of the radius.
The big difference between PoE and Factorio, though, is that the enemies in Factorio are supposed to be a solvable side problem whereas solving enemies is the whole point of PoE. Which is why I think it's fine if Factorio has something that absolutely trivializes defense after sufficient investment.
Re: Quality artillery is broken
Since I don't use cheats or mods to start out right from the beginning with legendary items, I start my artillery installations with normal quality. I'm building supply outposts, I use an semi-portable artillery outpost to clear for factory and mining use, and everything is almost the same as with Factorio 1.1. The nests and worms are stronger, they currently need 2 hits instead of only 1, but this doesn't require stronger artillery. The way as it is currently, normal artillery in the given game stages of Nauvis is perfectly fine and neither overpowered nor weak. It's just the final solution for biters, and after it you don't need to care about it any more.
Should I ever get so far to have quality artillery (artillery would definitely not be the first thing to manufacture with quality, normal is already strong enough for everything), I'm fine with replacing 10 turrets by just one or whatever the ratio is. It played its role, now I rule over the biters.
To solve the issue from the OP, I have a simple proposal. Don't nerf normal artillery. Instead, nerf quality artillery. If there is anything to nerf at all.
Should I ever get so far to have quality artillery (artillery would definitely not be the first thing to manufacture with quality, normal is already strong enough for everything), I'm fine with replacing 10 turrets by just one or whatever the ratio is. It played its role, now I rule over the biters.
To solve the issue from the OP, I have a simple proposal. Don't nerf normal artillery. Instead, nerf quality artillery. If there is anything to nerf at all.
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Re: Quality artillery is broken
I completely agree that enemies should eventually cease to be a threat, because this isn’t a game primarily about fightning bugs. That’s what artillery exists to accomplish in the first place.computeraddict wrote: Fri Mar 21, 2025 7:29 pm It doesn't fundamentally change how you use it. You still need all of the other perimeter defenses, you just don't need to haul shells as far.
What I think you and others in this thread are balking at is the quadratic nature of the coverage area increase compared to the linear benefits of all other quality and infinite research (except for gun turret damage, which is also quadratic growth). It's a similar reason to why Path of Exile eventually got tired of area of effect % radius stacking and replaced the mechanic with area of effect %, where it was the area affected by the stat instead of the radius.
The big difference between PoE and Factorio, though, is that the enemies in Factorio are supposed to be a solvable side problem whereas solving enemies is the whole point of PoE. Which is why I think it's fine if Factorio has something that absolutely trivializes defense after sufficient investment.
But this should be accomplished by turning them from a combat problem into a logistical problem. Instead of running around and fighting, you simply have your factory manufacture and deliver “enemy defeat”. You automate it.
Which is why I see that “just” in your second sentence as a key issue. Hauling shells around is a logistical problem that you have to deal with in exchange for not having to fight. It’s a tradeoff, one already in your favor by default, but it’s a tradeoff no less. And it in my opinion it has to stay that way.
But when you mentioned perimeter defenses, it gave me an idea for a good comparison to describe what bothers me about this whole stacking artillery range issue. Imagine if turrets had an “ammo grab range”. They could instantaneously grab ammo from chests as long as they were in this range, no logistics needed. Now imagine if this range could be extended to reach all the way from the perimeter to the center of your base. That would certainly present a fundamental change, right? Well, that’s what this multiplicative artillery buff feels like it accomplishes.
Completely agreed. I’m afraid I’m not on board with that other guy who suggests base artillery to be nerfed in order to even out quality artillery, even if he does agree with me. That’s something quality should simply never do. But I also hope that there is no need for a direct nerf here, just a rework. Quality artillery can stay strong, the only real issue with it is the fact that it acts as a “multiplier” for the power of the artillery range infinite tech. Only these two combined cause a problem. But the tech simply has to continue to exist, so the quality element should be the one to change.Tertius wrote: Fri Mar 21, 2025 8:01 pm To solve the issue from the OP, I have a simple proposal. Don't nerf normal artillery. Instead, nerf quality artillery. If there is anything to nerf at all.
Re: Quality artillery is broken
Hey, thanks! I had not thought of qualitying my artillery. I am enjoying the ~+30% range on my Rare arty. It also lets me scout a lot more of the map.
Definitely like it the way it is.
Definitely like it the way it is.
Re: Quality artillery is broken
Thanks for the tip too! I made a few legendary artillery trains and completely wiped out biters and pentapods after the 1M-cost range upgrade!