Alice3173 wrote: Thu Sep 26, 2024 6:22 pm
It's a lot when you don't assume the use of a mechanic that has been repeatedly stated to be entirely optional and not what the game is supposed to be balanced around.
I am comparing it to the late game solutions that player have at their disposals. I am assuming players can still use better solutions like artillery for hand free long range combat or follower robots for better fighting capabilities. Tesla guns i expect too.
Maybe this was missed from the FFF :
Artillery - damage has been doubled.
Rockets - Accelerate 2x faster
Even tanks that i hate to use have received some delicate attention :
Cannon shells - Increased damage and range.
It's never been said that quality would be unbalanced on purpose either. It would make little sense to release a feature even optionnal that is also known to be broken or easy to exploit, and if that can help address other things at the same time i find that -66% damage reduction in early game when you don't have PLD is not as much as in late game when you access to them, and most likely also quality stuff, things you can't do early game.
In many games when there is a nerf you don't get the option to cancel it, here in Factorio, quality gives you that opportunity, it is indeed optionnal, it allows you if you want to , to invest into a little extra puzzle and have your un-nerfed PLD's to play lasers everywhere.
Alice3173 wrote: Thu Sep 26, 2024 6:22 pm
Also a simple 2/3rds reduction in damage is the single laziest way to address the issue of over-reliance on PLDs.
I really think they just need to up the power draw so that they have similar issues as laser turrets (aka: badly stressing your power grid until you get enough accumulators or nuclear power. The equivalent for power armor being the fusion generator and the second tier of batteries), cut their range in half, and make them not target nests at all. Increased power draw would make stacking them less viable. Decreased range would make them more defensive-focused. Making them not target nests (which it doesn't make sense for them to even do in the first place) means that even if you're trying to rely on them to clear out nests, you still have to add additional methods on top of them no matter what.
I don't think there is much differences in the outcome if the damage is reduced or the power draw increased, to me that's the same thing when trying to math the DPS, it creates the same constraint on the power grid.
Decreased range would overlap with the discharge defense that is the thing for close-combat defense supposedly imo
Making them not target nests would make those player using it with spidertrons to kill bases instead of say artillery cry even more.
I know many solutions have been proposed, but from all i read i prefer the ones from the devs when i try to think of the consequences or read the reasons that lead to their proposal, and i'm sure there will be mods to experiments as there is already with various combat changes.
shopt wrote: Thu Sep 26, 2024 9:10 pm
Overall I'm less annoyed about the viability of turret creep, at least it requires more skill and production than PLD.
I think turret creep is the more methodical approach for players who are more interested in the factory building aspect than in the combat where combat is a matter of logistic. I think it makes sense that it would be the bulkiest / slowest to deploy, but also the most powerfull of all. And those do benefit from target priority, and there is this rocket turret
https://factorio.com/blog/post/fff-410 thing which
Shoots any type of rocket (including atomic bomb).
. That probably would require quite some skill to use safely.
shopt wrote: Thu Sep 26, 2024 9:10 pm
I'm not sure comparing pre-nerf PLD to top-quality post-nerf PLD is useful. Top quality gear is a large production investment, and also supposed to be optional (not to mention impossible for people who don't buy the DLC). We also start going down the rabbit hole of the new buffed portable fusion reactor, and higher quality armor allowing you to equip more PLDs than you could in 1.1.
This is about space age though, i have no idea if that will apply to the 1.1, that is not mentionned. I only react to what was announced from the FFFs, i think it is useful to consider the quality thing, and yes higher quality armor allowing you to equip more PLDs or buffed portable fusion reactor allowing you to sustain them are things that comes to mind when considering the reasons for the change in PLDs.
just trying to make it more fun: Personal lasers - We found them to be too strong (especially as you can have multiple), so we nerfed their damage by 66%.
I think side stepping projectile and doing close combat is fun and relaxing sometimes, it also feels rewarding, it's a bit like bullet-hell game, where you can just use another method to beat the game. I think if you want to "break combat" you go turret creep, if you want to "win all fights in a quasi god-mode, you'd better use combat robots than attempts to use PLD"s".
I think it's useful to think of the top quality thing, because PLD's are strong and are late game, it's difficult to top something that is a death ray killing everything in range of your character given enough time. I think it fits as the reward for the "optionnal quality quest". You don't have to go to the rabit hole of the max level quality to have stronger PLD's than before the change to already benefit from the safety of never forgetting any ammunitions when travelling from planets to planets.
shopt wrote: Thu Sep 26, 2024 9:10 pm
I think we can just leave it at the fact that PLD was too powerful for when it became available, especially given it needed no ongoing production or skill to use, and invalidated pretty much all other mid to late game combat tools until spidertron or artillery. Yes combat bots did deliver more damage, but they require so much more production, and they are a lot more fragile than a shielded engineer who can eat fish. They also give you far less control over where the acid puddles end up. It may be my technique, but overall I find combat bots hard to use effectively in 1.1. Either they are overkill and you could have killed the nest cheaper, or they die too fast before they have killed much, or you carefully circle strafe the nest they expire before you have killed
I don't feel this way personnaly but i can understand it was looking like too powerful/ the obvious strongest weapons to many players, even the devs said so, and all the other changes announced on the FFF are buffs to other weapons.
I think combat robots allow you to free up some space in the armor grid for more legs to get in and out of range of worms and neglect the slow from acid puddle more easily, making it easier to fire a weapon like a rocket launcher with nukes in the center of bases and letting the robots killings the approaching biters. To me the most useful combat bot is the basic one made from red ammo that cost nothing and in large numbers, because it uses the same bonus for physical damage than gun turrets and it is somewhat multiplied when you also research follower robot counts. You get it before PLDs or even oil, which is significant in slow game mode like marathon or playstyle. When you have a swarm of them , they effectively act like a PLD, killing everything in range of the character given enough time. Their downside to me is that they can't be used with remote controled spidertron, which are fun to use for combat, but i supose with the RTS tool you can just add more spidertron easily. And by the time you are making armies of spidertrons for your defenses, i think you are already in the "optionnal" territory, like deep in the sandbox/rabbit hole. At the point where thinking about increasing in quality rather than in number becomes an interesting choice.