Attacking biters with turrets makes all weapons pointless

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Re: Attacking biters with turrets makes all weapons pointless

Postby Oktokolo » Mon Apr 02, 2018 11:17 pm

mrvn wrote:Lots of alien nests and worms in sight and uranium nowhere to be found.

Try the flame thrower. I don't like it, but it's seriously op - so might help you remove that damn bitters from your property quickly.
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Re: Attacking biters with turrets makes all weapons pointless

Postby mrvn » Tue Apr 03, 2018 12:59 am

Oktokolo wrote:
mrvn wrote:Lots of alien nests and worms in sight and uranium nowhere to be found.

Try the flame thrower. I don't like it, but it's seriously op - so might help you remove that damn bitters from your property quickly.


I use that in my player or tanks. Didn't have much success with it in turrets. When you are lacking behind the evolution curve and are constantly attacked using the flame thrower turret would require serious oil reserves (which I didn't have) and when I tried the flame thrower burned down my own stuff. Guess it takes some experimenting and planning to get flame thrower turrets right. In the game where I had the problems I ended up catching some fish, building some red ammo and grenades and clearing some nest around my base to get breathing room. It was touch and go for a while. Since then I've learned to never let it get that bad but that kind of makes aliens boring.
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Re: Attacking biters with turrets makes all weapons pointless

Postby Oktokolo » Tue Apr 03, 2018 7:22 am

mrvn wrote:When you are lacking behind the evolution curve and are constantly attacked using the flame thrower turret would require serious oil reserves (which I didn't have) and when I tried the flame thrower burned down my own stuff. Guess it takes some experimenting and planning to get flame thrower turrets right.

When it comes to flame turrets, the golden rule is: Build them so that no structures are in their range. They do not harm walls. Build dragon's teeth if bitters reach your walls too fast and you have enough stone to spare. Of course you need oil for them. But you can use oil liquification to get oil from coal and after switching to solid or even rocket fuel, there should be plenty of coal to "burn".

mrvn wrote:Since then I've learned to never let it get that bad but that kind of makes aliens boring.

The aliens are not the interesting part of the game. Factorio is not a shooter. You are expected to manage them from the start so you are always some steps ahead of their evolution. You are expected to be stronger than them because of your superior technology. The natives are only there to attach a price tag to expansion and a time-component to the overall gameplay. Without them, expanding is boringly cheap and there would be no incentive to not idle around in the stone age forever.
So if bitters are boring, you did it right. You can concentrate on optimizing your factory and expansion then.
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Re: Attacking biters with turrets makes all weapons pointless

Postby Aeternus » Tue Apr 03, 2018 10:45 am

To be honest, with Artillery and Turrets now, there's no real reason to build tanks anymore. Drive a 4 wagon artillery train to your desired expansion zone, protect it with a few turrets and just wait as the death-from-above does it's work. Added advantage is the artil targeting and revealing any other biter bases in the area, so you're never caught offguard while building an expansion.
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Re: Attacking biters with turrets makes all weapons pointless

Postby fiery_salmon » Tue Apr 03, 2018 11:11 am

mrvn wrote:using the flame thrower turret would require serious oil reserves

afaik oil usage of turrets is absurdly low
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Re: Attacking biters with turrets makes all weapons pointless

Postby dood » Tue Apr 03, 2018 6:55 pm

Aeternus wrote:To be honest, with Artillery and Turrets now, there's no real reason to build tanks anymore.

It's a midgame kind of thing, obviously.
No point in carrying around a much slower tank you also have to fuel up that only serves to double machinegun damage if you have 10 nukes in your pants and run as fast as a train without those awful tank controls or inertia either.
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Re: Attacking biters with turrets makes all weapons pointless

Postby herkalurk » Thu Jun 14, 2018 5:52 pm

I'd like a heavy turret the fires the tank cannon shells. Even at the rate of the tank, it would still be a good later game defense gun. It's not a huge range like the artillery, but would be nice to mix those into my defense architecture.
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Re: Attacking biters with turrets makes all weapons pointless

Postby thereaverofdarkness » Thu Jun 14, 2018 8:57 pm

fiery_salmon wrote:
mrvn wrote:using the flame thrower turret would require serious oil reserves

afaik oil usage of turrets is absurdly low

It is. You'll lose more oil changing your mind about where the pipe should go than you will to the turrets' usage. If you make a system of flamethrower turrets, fill their pipe line once and then disconnect it from your oil system, you might never have to reconnect it again. There was actually somebody who was convinced the flamethrower turrets were firing for free because he had disconnected one from its oil and it ran for several minutes while still showing itself at 100% full. The devs discovered it was because the turret had 2 reservoirs and only one was showing on the tooltip while the other was draining first. You can now see both, but it doesn't change the fact that you can run a flame turret nonstop for whole minutes after it has been disconnected. You think I'm kidding.
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Re: Attacking biters with turrets makes all weapons pointless

Postby herkalurk » Fri Jun 15, 2018 12:44 pm

thereaverofdarkness wrote:
fiery_salmon wrote:
mrvn wrote:using the flame thrower turret would require serious oil reserves

afaik oil usage of turrets is absurdly low

It is. You'll lose more oil changing your mind about where the pipe should go than you will to the turrets' usage. If you make a system of flamethrower turrets, fill their pipe line once and then disconnect it from your oil system, you might never have to reconnect it again. There was actually somebody who was convinced the flamethrower turrets were firing for free because he had disconnected one from its oil and it ran for several minutes while still showing itself at 100% full. The devs discovered it was because the turret had 2 reservoirs and only one was showing on the tooltip while the other was draining first. You can now see both, but it doesn't change the fact that you can run a flame turret nonstop for whole minutes after it has been disconnected. You think I'm kidding.


The usage is ridiculously low. I had a turret defense around an oil processing outpost and I learned about the bonus to light oil. So I re routed a light oil line to the turrets and just left the crude oil in the pipes. There are still some turrets that have over 100 crude oil waiting to be used up and refilled with light oil.
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