Stop the multiply effect of turret damage
Posted: Mon Aug 11, 2025 10:29 pm
Okay, I think it's time we talk about this. Balance of gun turret is completely out of hand, first I already said it but they don't have enough range they should have more range than laser to reward logistic and cost of ammo. Then, okay I always know turret bonus damage was multiplicative with ammo bonus. And I was like, well who care ? but this become a problem of balance.
Except for gun turret, EVERYTHING that use physical ammo SUX. Cause dev balance bonus of ammo according to the gun turret. IMO, that a problem cause sub-machine gun feel under-power, tank sub-machine gun feel totally under-power. They nerfed a lot turret bonus damage in space age, but for vanilla they didn't nerf them.
* LvL: Level of Physical projectile damage (research)
* Ammo (V): Bullet damage bonus in vanilla
* Turret (V): Turret damage bonus in vanilla
* TT (V): Total Turret damage bonus in vanilla
* Ammo (S): Bullet damage bonus in space age
* Turret (S): Turret damage bonus in space age
* TT (S): Total Turret damage bonus in space age
You can see in space age number are lower but go up pretty fast. This is not very intuitive at all for user too. It's very hard to balance it with this multiplication effect. Vanilla a bullet of uranium at Lvl 15 do 1159.2 + 24 damage
laser turret lvl 15 go 172 + 20
Anyway, not completing about turret damage but more completing that it's affect too much the balance of bullet damage themself. I wish we could have more way to balance submachine gun, turret, etc... cause currently all that use physical ammo more or less sux pass early game except gun turret.
Number could be wrong. I made a mod https://mods.factorio.com/mod/BalanceAmmoDamage I feel it's still too much damage but I tested only for vanilla not space age.
PS: don't get me started on flame thrower turret... that the same problem, the flame thrower of tank feel SO WEAK when the turret is completely overpower.
Except for gun turret, EVERYTHING that use physical ammo SUX. Cause dev balance bonus of ammo according to the gun turret. IMO, that a problem cause sub-machine gun feel under-power, tank sub-machine gun feel totally under-power. They nerfed a lot turret bonus damage in space age, but for vanilla they didn't nerf them.
Code: Select all
| LvL | Ammo (V) | Turret (V) | TT (V) | Ammo (S) | Turret (S) | TT (S) |
| --- | -------- | ---------- | ------ | -------- | ---------- | ------ |
| 0 | 0% | 0% | 0% | 0% | 0% | 0% |
| 1 | 10% | 10% | 21% | 10% | 10% | 21% |
| 2 | 20% | 20% | 44% | 20% | 20% | 44% |
| 3 | 40% | 40% | 96% | 40% | 40% | 96% |
| 4 | 60% | 60% | 156% | 60% | 60% | 156% |
| 5 | 80% | 80% | 224% | 80% | 80% | 224% |
| 6 | 120% | 120% | 384% | 100% | 120% | 340% |
| 7 | 160% | 190% | 654% | 120% | 140% | 428% |
| 8 | 200% | 260% | 980% | 140% | 160% | 524% |
| 9 | 240% | 330% | 1362% | 160% | 180% | 628% |
| 10 | 280% | 400% | 1800% | 180% | 200% | 740% |
| 11 | 320% | 470% | 2294% | 200% | 220% | 860% |
| 12 | 360% | 540% | 2844% | 220% | 240% | 988% |
| 13 | 400% | 610% | 3450% | 240% | 260% | 1124% |
| 14 | 440% | 680% | 4112% | 260% | 280% | 1268% |
| 15 | 480% | 750% | 4830% | 280% | 300% | 1420% |
| 16 | 520% | 820% | 5604% | 300% | 320% | 1580% |
| 17 | 560% | 890% | 6434% | 320% | 340% | 1748% |
| 18 | 600% | 960% | 7320% | 340% | 360% | 1924% |
| 19 | 640% | 1030% | 8262% | 360% | 380% | 2108% |
| 20 | 680% | 1100% | 9260% | 380% | 400% | 2300% |
* Ammo (V): Bullet damage bonus in vanilla
* Turret (V): Turret damage bonus in vanilla
* TT (V): Total Turret damage bonus in vanilla
* Ammo (S): Bullet damage bonus in space age
* Turret (S): Turret damage bonus in space age
* TT (S): Total Turret damage bonus in space age
You can see in space age number are lower but go up pretty fast. This is not very intuitive at all for user too. It's very hard to balance it with this multiplication effect. Vanilla a bullet of uranium at Lvl 15 do 1159.2 + 24 damage


Anyway, not completing about turret damage but more completing that it's affect too much the balance of bullet damage themself. I wish we could have more way to balance submachine gun, turret, etc... cause currently all that use physical ammo more or less sux pass early game except gun turret.
Number could be wrong. I made a mod https://mods.factorio.com/mod/BalanceAmmoDamage I feel it's still too much damage but I tested only for vanilla not space age.
PS: don't get me started on flame thrower turret... that the same problem, the flame thrower of tank feel SO WEAK when the turret is completely overpower.