Re: Some thoughts on 0.16 -> 0.17
Posted: Thu Mar 07, 2019 11:11 pm
I decided to play my first 0.17 game on death world settings, so I've been experiencing a lot more biter aggression than I'm used to. Here are a few points about my experience so far (mostly about balance), for what they are worth:
The first map I generated, there was a biter base in the middle of the starting iron patch. That game was abandoned about 30s after it started.
The second map I generated (and the one I am playing) had what basically amounted to a puddle for water. A little farther south, there is a real body of water, but it had a biter base guarding it. It seems a bit cheesy to pump infinite water from a tiny puddle, but that's what I did.
Once I actually got a game started, I prioritized defensive capabilities. I had several bitter attacks while I was still trying to use burner miners, and eventually deployed some spare stone furnaces as "bait" so I would have time to run to which ever resource patch was under attack at the moment before the biters took out too much. I suffered losses several times, but nothing I couldn't fix.
Once I was able to build walls, I built walls. I used every cliff I could to my advantage as well. My initial space was rather constrained due to the need to defend the perimeter, so instead of a nice base with decent bus lines and things well planned out, I made a spaghetti factory.
My first oil patch was indeed near a biter base. Several of them, actually. I found a mostly safe path, ran a belt of ammo, put gun turrets along the way, etc. It took a lot of work on foot to clear the immediate area. Then I walled off the oil patch and installed flamethrower turrets as soon as I could. This worked well.
My starting copper patch seemed small, but it lasted longer than my starting iron. I was able to procure a second iron patch without much trouble. My second coal was also not a problem. Finding a second copper, however, was. I let several radars scan to their max range, and there was no additional copper. Eventually I built a tank, went out exploring, set up several solar powered radar installations beyond the range of my original radars, and let them run for a bit. Still no copper. I went exploring in the tank again, and finally found another patch that was almost entirely covered and surrounded with biters and was not going to be viable for me at that point. I explored some more, and finally found another copper patch, that also had multiple irons and a uranium nearby. It still took me an hour with the tank to clear biters before I could build there.
As I was approaching the need for a second oil patch, it was looking like it would be pretty difficult, but I was able to squeeze out artillery. Now my expansion speed is mostly defined by my production rate of artillery shells, the biters have been downgraded to a nuisance threat, and I have bots that fix the turrets and walls as necessary.
As for actual combat balance - combat on foot is still hard for me. The spitter slowdown and damage from puddles is annoying. Driving around in the tank is more fun, but it is still pretty easy to get wrecked if you don't pay attention. Something I don't like: when using the cannon on the tank, enemy bases that are out of range of the cannon still show a green target when you hover over them, and the shell will just fall short if you fire. I do not think the artillery is overpowered, but the huge step-change in combat capability vs. fighting on foot or with tanks is big. I would reduce this by increasing the effective range and/or power of the tank cannon and hand held rocket launcher.
The first map I generated, there was a biter base in the middle of the starting iron patch. That game was abandoned about 30s after it started.
The second map I generated (and the one I am playing) had what basically amounted to a puddle for water. A little farther south, there is a real body of water, but it had a biter base guarding it. It seems a bit cheesy to pump infinite water from a tiny puddle, but that's what I did.
Once I actually got a game started, I prioritized defensive capabilities. I had several bitter attacks while I was still trying to use burner miners, and eventually deployed some spare stone furnaces as "bait" so I would have time to run to which ever resource patch was under attack at the moment before the biters took out too much. I suffered losses several times, but nothing I couldn't fix.
Once I was able to build walls, I built walls. I used every cliff I could to my advantage as well. My initial space was rather constrained due to the need to defend the perimeter, so instead of a nice base with decent bus lines and things well planned out, I made a spaghetti factory.
My first oil patch was indeed near a biter base. Several of them, actually. I found a mostly safe path, ran a belt of ammo, put gun turrets along the way, etc. It took a lot of work on foot to clear the immediate area. Then I walled off the oil patch and installed flamethrower turrets as soon as I could. This worked well.
My starting copper patch seemed small, but it lasted longer than my starting iron. I was able to procure a second iron patch without much trouble. My second coal was also not a problem. Finding a second copper, however, was. I let several radars scan to their max range, and there was no additional copper. Eventually I built a tank, went out exploring, set up several solar powered radar installations beyond the range of my original radars, and let them run for a bit. Still no copper. I went exploring in the tank again, and finally found another patch that was almost entirely covered and surrounded with biters and was not going to be viable for me at that point. I explored some more, and finally found another copper patch, that also had multiple irons and a uranium nearby. It still took me an hour with the tank to clear biters before I could build there.
As I was approaching the need for a second oil patch, it was looking like it would be pretty difficult, but I was able to squeeze out artillery. Now my expansion speed is mostly defined by my production rate of artillery shells, the biters have been downgraded to a nuisance threat, and I have bots that fix the turrets and walls as necessary.
As for actual combat balance - combat on foot is still hard for me. The spitter slowdown and damage from puddles is annoying. Driving around in the tank is more fun, but it is still pretty easy to get wrecked if you don't pay attention. Something I don't like: when using the cannon on the tank, enemy bases that are out of range of the cannon still show a green target when you hover over them, and the shell will just fall short if you fire. I do not think the artillery is overpowered, but the huge step-change in combat capability vs. fighting on foot or with tanks is big. I would reduce this by increasing the effective range and/or power of the tank cannon and hand held rocket launcher.