Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Posted: Sat Sep 07, 2024 7:54 am
this change to PLD's is begging for a spidertron variant that can shoot cannonshells
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Autoturrets. A spidertron that can just shoot thousands of uranium ammo at a ultra rapid pace. Now that would be fun to me. It would be quite expensive, too, which is what I guess they want for combat?Grillmax wrote: Sat Sep 07, 2024 7:54 am this change to PLD's is begging for a spidertron variant that can shoot cannonshells
And have it look like this.Molay wrote: Sat Sep 07, 2024 9:32 am Autoturrets. A spidertron that can just shoot thousands of uranium ammo at a ultra rapid pace. Now that would be fun to me. It would be quite expensive, too, which is what I guess they want for combat?
There likely is no limit to how much pollution can spread. Anyone who played Warptorio knows just how far that insane pollution cloud can reach beyond nests, to the point of constantly generating so many new chunks and more biter attacks, that the game lags into unplayability.adam_bise wrote: Sat Sep 07, 2024 1:55 am Ideally, I wanted the pollution to spread out much further and attract many times more biters than it was. But when I tried, the pollution always seemed to be sucked right up by the first ring of biter nests and the nests behind them were not contributing to attacks. In my head, I wanted to achieve old school Gauntlet levels of biters around my base where there are literally so many of them that they form a wall of biters around my base lol
Hard to use because they slow you down the moment you hold the Shoot Button.spacedog wrote: Sat Sep 07, 2024 4:41 am FWIW, I use PLDs for accessibility reasons, as the manually fired weapons are too hard to use.
I completely agree with this. Wiping out biters should be a fun, temporary distraction from the real core of the game: building the factory.Tertius wrote: Fri Sep 06, 2024 5:43 pm But this is exactly what I want. I want to invest zero brainpower, I just want to shoot enemies for the lulz. For entertainment, because shooting down stuff this way is relaxing and a nice change to the brainwork required for the real Factorio, the base building. I don't see enemies as challenge - they're entertainment. And they are obstacles you need to clean out, like rocks and cliffs and water. The game would be too bland without such things.
to be completely fair, u238 is a disposable byproduct after setting up kovarex, im partial to putting it on the bus because it will nicely extend my military production block.Molay wrote: Sat Sep 07, 2024 9:32 amAutoturrets. A spidertron that can just shoot thousands of uranium ammo at a ultra rapid pace. Now that would be fun to me. It would be quite expensive, too, which is what I guess they want for combat?Grillmax wrote: Sat Sep 07, 2024 7:54 am this change to PLD's is begging for a spidertron variant that can shoot cannonshells
Proof of concept?pcrumpton8 wrote: Sat Sep 07, 2024 11:07 am that lan party looks like its all white guys, does the playerbase of factorio really look like this? are there so few POC or women?
"offsetting" is such a strange way to look at it. When a balance change is made, it's not like the thing that was changed has a buff/debuff in the game itself. It's just the new default. Quality affects PLD the same way it affects everything else, it increases its stats higher than the default.gravityStar wrote: Sat Sep 07, 2024 10:50 am After the PLD debuff, you are partially able to offset the PLD debuff by using Quality components. But the Quality mod is supposed to be optional, and is only available to players who purchase Space Age. This creates an issue: players who don’t buy Space Age are stuck with the PLD debuff and have no way to offset it through the quality system. My concern is that this debuff might feel like a punishment to players who either choose not to buy Space Age or prefer not to engage with the Quality mechanic.
A possible solution could be to tie the PLD debuff directly to the quality mod. That way, the mod provides both advantages (through quality components) and disadvantages (which can be mitigated by improving quality).
Its in eastern europe not muerica.pcrumpton8 wrote: Sat Sep 07, 2024 11:07 am that lan party looks like its all white guys, does the playerbase of factorio really look like this? are there so few POC or women?
the lan party is made up of modders and content creators for the most part afaik, and specifically, modders and content creators willing to pay for a trip to Prague, which can cost a pretty penny. It's exactly the demographic I expect, maybe katherine of sky is hiding somewhere too, I don't know.pcrumpton8 wrote: Sat Sep 07, 2024 11:07 am that lan party looks like its all white guys, does the playerbase of factorio really look like this? are there so few POC or women?
Person of color. Basically used to describe non-white people.Mango wrote: Sat Sep 07, 2024 12:29 pmProof of concept?pcrumpton8 wrote: Sat Sep 07, 2024 11:07 am that lan party looks like its all white guys, does the playerbase of factorio really look like this? are there so few POC or women?
If a tool that has been fine for years is suddenly not fine because a new system is added, that indicates a problem with the new system, not the old tool. Quality stops being optional when every tool is balanced around its performance at max Quality. Quality also loses a lot of its appeal when everything is balanced around making sure the +150% buff from max Quality is much less than a +150% buff from pre-2.0 performance.CyberCider wrote: Sat Sep 07, 2024 1:03 pm "offsetting" is such a strange way to look at it. When a balance change is made, it's not like the thing that was changed has a buff/debuff in the game itself. It's just the new default. Quality affects PLD the same way it affects everything else, it increases its stats higher than the default.
An opinion isn't sufficient to justify such a dramatic nerf. A chaff clearing tool that clears chaff biters (and only effectively in one phase of the game) is perfectly fine to many of us. It's an automation game and some of us don't mind seeing parts of combat automated. Since PLDs are optional in every sense of the word, if you don't like them, don't use them. That gives you what you want without taking things away from people who don't want to deal with the usability issues combat robots have.CyberCider wrote: Sat Sep 07, 2024 1:03 pm Also, the nerf was really needed. I know from experience that they're simply way too overpowered. Anything that isn't a behemoth is completely obliterated in 0.01 seconds. And for no ammo or cost whatsoever. Now we will just use destroyer bots to achieve that effect, but those are actually balanced because you have to produce them.
I think the core of the issue here is that you want combat to be a lot easier than it’s supposed to be. This nerf, like many balance changes, represents the correction of a mistake. If you want combat to go back to being really easy, then you are free to change your biter settings. But the default should have balanced difficulty. And no overpowered items that make everything else obsolete.Hantu wrote: Sat Sep 07, 2024 5:06 pmIf a tool that has been fine for years is suddenly not fine because a new system is added, that indicates a problem with the new system, not the old tool. Quality stops being optional when every tool is balanced around its performance at max Quality. Quality also loses a lot of its appeal when everything is balanced around making sure the +150% buff from max Quality is much less than a +150% buff from pre-2.0 performance.CyberCider wrote: Sat Sep 07, 2024 1:03 pm "offsetting" is such a strange way to look at it. When a balance change is made, it's not like the thing that was changed has a buff/debuff in the game itself. It's just the new default. Quality affects PLD the same way it affects everything else, it increases its stats higher than the default.
Cutting the performance to 1/3rd is an insanely huge adjustment. I don't think I've ever seen a balance adjustment that dramatic in any reasonably well-balanced, combat-focused game. The only way it makes sense is if there's some major new addition we haven't been told about yet... and most of those possibilities would be considerably more powerful than the current PLD.
An opinion isn't sufficient to justify such a dramatic nerf. A chaff clearing tool that clears chaff biters (and only effectively in one phase of the game) is perfectly fine to many of us. It's an automation game and some of us don't mind seeing parts of combat automated. Since PLDs are optional in every sense of the word, if you don't like them, don't use them. That gives you what you want without taking things away from people who don't want to deal with the usability issues combat robots have.CyberCider wrote: Sat Sep 07, 2024 1:03 pm Also, the nerf was really needed. I know from experience that they're simply way too overpowered. Anything that isn't a behemoth is completely obliterated in 0.01 seconds. And for no ammo or cost whatsoever. Now we will just use destroyer bots to achieve that effect, but those are actually balanced because you have to produce them.
"No cost whatsoever" is a blatant misunderstanding. Grid space is a cost, and it's consumed both by the PLDs and the reactors/batteries used to fuel them. You might not think it's enough of a cost, but again you don't have to use them, or you can just stack fewer PLDs and more of the roboports/shields/exoskeletons we'll all be using instead.
I don't think effectively removing an option makes for more interesting or vibrant combat. At a minimum if we're going to go through with this, give us some sliders to tune combat equipment in the world settings. Laser resistance, fire resistance, etc. We shouldn't have to make a mod to fix the balance of the game.
Awesome! Guess I missed that oneByrnorthil wrote: Sat Sep 07, 2024 2:10 am Not necessary to install a mod, just change the "Attack cost modifier" under advanced settings when creating a world, or use console commands. Lower modifier will mean less pollution per biter and therefore more biters. You may also be interesteed in the Deathworld preset. 09-07-2024, 02-09-12.png
Minor nitpick: while it would be nice if these were vaguely in line with each other, they are really not comparable because there is no way to transfer power between armor and the electric grid.wodzu93 wrote: Sat Sep 07, 2024 4:43 pm * PLD damage nerf - yes, please. PLD's were stupidly overtuned: 50% more damage output while draining x16 (!) less power compared to the Laser Turret.
That's a remarkably uncharitable take, one that discolors your previous comments. The core issues are I want combat to not be tedious by default and I don't want dramatic kneejerk balance adjustments that promise only to increase the present tedium.CyberCider wrote: Sat Sep 07, 2024 6:34 pm I think the core of the issue here is that you want combat to be a lot easier than it’s supposed to be.
The default has been balanced just fine for 8 years, with biter options to increase the difficulty for those who want them. The only mistake "corrected" here is the bad balancing of the "optional" Quality system.CyberCider wrote: Sat Sep 07, 2024 6:34 pm This nerf, like many balance changes, represents the correction of a mistake. If you want combat to go back to being really easy, then you are free to change your biter settings. But the default should have balanced difficulty.
Given how PLD currently drops off in the late game or even the midgame if you aren't playing optimally, you need to actually prove this claim.
It's not a forcefield and has no knockback, it needs to kill biters in order to keep biters away from you, and you already need to stack PLD in order for it to do that. With the changes and limited range, PLD will no longer be worth taking over utility or pure defense equipment. A direct damage nerf is basically the worst way to nerf PLD and this will make one of the most tedious segments of the game moreso.CyberCider wrote: Sat Sep 07, 2024 6:34 pm I mean keep in mind that it’s named “laser defense”, all it’s really supposed to do is keep biters away from you. It should be able to do that just fine with a 3rd of its current power.