I am going to go through the various changes one by one.
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So we have added the feature to spawners that their health will increase as evolution factor goes up:
From 350 health at 0% evolution factor, rising up to 3,500 health at 100% evolution factor. This makes them feel more in-line with the power of the player, and prevents them being entirely too squishy.
Biter Bases were always somewhat squishy. I suppose I can learn to live with this change.
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At the same time we made a few other tweaks related to biter bases:
Spawners - Removed the 15% explosion resistance
Medium/Big/Behemoth Worms - Increased health and laser resistance
Artillery - damage has been doubled.
I occasionally use explosion damage (primarily rocket on the offensive) to clear out biter nests, but I will not notice a difference in a meaningful way.
How much of an increase is there in the worm's health? Compared to the spawner nest (+700%)?
What would be the maximum laser resistance?
It matters when combined with reducing base damage for personal laser modules.
I usually only use Artillery if the nest/biter/worm density is too high, not because I need to hit them
hard. Doubling the damage per hit artillery round hardly encourages me to use it in a typical game (IE, non-deathworld).
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Combat robots were a little bit too weak, especially given how expensive they were. It is a shame because the automation of the flying combat robots is a fairly interesting set of recipes, so we buffed them a little bit:
Distractor - Doubled health (90 -> 180), increased life time (45s -> 90s)
Destroyer - Increased base damage (10 -> 20), increased range (15 -> 20)
No problem with those changes. Follower Robots always felt a bit underpowered.
I will likely still don't use them once those changes go live. They just don't fit my preferred method of clearing hostile fauna.
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Personal lasers - We found them to be too strong (especially as you can have multiple), so we nerfed their damage by 66%.
Oof. This single line is a spicy change to Personal lasers (PLDs - personal laser defense).
People are right to point out that quality is
supposed to be optional in mechanics.
Yet, at the same time, I can't justify a dramatic reduction in damage without utilizing a bigger equipment slot (higher quality version of Spidertron), the new Fusion module that gives out 6.25 MW (from
https://factorio.com/blog/post/fff-420), and whatever quality bonus is given to PLD modules themselves. The existence of a reduction in laser damage strongly encourages players to 'opt-in' to quality to counter the non-trivial reduction in laser base damage.
I would argue that a softer trade-off approach would land better with the wider Factorio communities. I have talked with many people within the Factorio community who think that laser-turrets/PLDs are already too expensive and not worth it (relative to flamethrower turrets, which needed some form of nerf a decade ago).
The changes to PLD baseline damage play right into their mentality, and those people might push the value of laser/energy weapons down to below useless on the offensive. They likely won't use any laser/tesla turrets or PLDs for either defensive or offensive. Especially double when the alternative is cheaper material-wise or less intense energy demand-wise.
IE: Make the personal laser defense module shoot 66% slower but have three 'laser shots' in each firing round, which makes the energy demand harder to sustain. 3x laser shot every 4.5 seconds (baseline) and costs three times more energy to fire (going from 75 kW per second to 225 kW per second baseline). Besides, the laser shooting speed research dramatically impacts the energy needed to fire, which may not be the best solution.
The above is just an alternative balance example for PLD and can undoubtedly be justified due to the existence of a new Fusion Reactor that yields between 2.5 MW (Q1) and 6.25 MW (Q5) in late-game.
In practice, I think a combination* approach is better as opposed to a straight reduction to the base laser damage for a PLD.
Combination* includes but is not limited to increasing the number of laser shots ensuring a higher energy demand, lowering the reduction of laser damage from 66%, increasing the build cost, and expanding the equipment size (from 2 by 2 to 2 by 3, like an exoskeleton walker, tweaking the energy need to fire a single shot, etc.
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Cannon shells - Increased damage and range.
I don't use cannon shells that much.
Increasing the damage and range for cannon shells is not going to change the fact that the vehicle/tank itself is difficult to drive from a Factorio perspective, moves too slow compared to "Armor + Exoskeleton," the fact that "SpiderTron" walking over other objects ensure smooth movement, the tank vehicle itself has too many weapons but only one can be used at once (machine gun, cannon, and flamer), and is only useful as a temporary vehicle in-between Car and late-game options progression wise.
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Shotgun shells - Increased base damage (5 -> 8)
Hmm.
I have to play around with this change before making a decision.
The few occasions I found shotgun useful have almost always been with mods that make the military rifle harder to get in the early game or make shotgun fill a different niche (much like Tesla Turret vs. Laser Turret). Maybe the shotgun will be better in the early game for a bit longer.
I have to play around with it before making a decision.
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Rockets - Accelerate 2x faster
Rockets that move
faster are perfect for non-explosive rockets, but not so much when I use a group/squadron of Spidertron and explosive rockets (friendly fire from other Spidertron on biters in melee/point-blank range).
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We also changed a few things with offensive player combat, nothing in particular, just trying to make it more fun:
So there is nothing too groundbreaking, but we hope over time we are moving towards a better place.
I would have to play around a bit more for most of the less impactful tweaks.
The PLD change alone is one of the most impactful changes to my personal offensive player combat preference, adding on top of a non-zero laser resistance for worms and higher worm health. I would have to re-think how I would still use Spidertron and PLDs, if possible, in non-modified Factorio with/without Space Age.
I think it is also possible to have fun making an offensive squadron that
emphatically ignores logistics (rockets, etc.) and clears out entire areas of local fauna.
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It is actually, believe it or not, a feature! When a rock is destroyed, it spills some stone on the ground as loot.
Please clean it up (like how a deconstruction planner's option to pick up items on the ground) instead of removing the stones. Make items on the ground be marked for pick up when placing a new blueprint and an opt-in option.
So I can then use excess stones to grow the factory.
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Space Age LAN Party
I am awaiting more details on Space Age content.