Flamethrower Balance
Posted: Sat Jan 28, 2017 1:24 pm
Hello all,
I have recently decided to play another game of Factorio to check out the latest changes, and upgraded to v14 from v12. And throughout the game, the most significant change I have noticed is the new insanely powerful flamethrower.
First of all, the damage it deals is leaps and bounds beyond any other weapon in the game. You can just spray a tiny split-second worth of flame onto each worm and biter nest, and everything burns down within a few seconds. And this is all with a completely un-upgraded flamethrower.
Second, it doesn't feel very satisfying to use. Sure it looks cool and all, but the fact that the flaming stream itself does miniscule damage compared to the damage-over-time of the fire it leaves behind, and the fact that it goes in a ballistic arc to begin with means you need to spray the ground right next to you, which just kills the biters instantly when they touch the flames. If you try to spray towards the biters like you'd use a shotgun, the flames just pass through them without doing any damage.
All this combines to essentially mean: You are penalized for spraying the weapon for less than a split-second. You deal basically no extra damage, and you waste ammo at an incredibly high rate. I think any weapon design that penalizes you for using it is not a very good one.
What are people's opinions on it? How do you think it could be tweaked so it doesn't completely overshadow the other weapons?
I actually have my own personal combat overhaul mod, and I'll experiment with the numbers to see where it leads, but I do like the fact that we now have a stream mechanic, and a weapon that deals damage via damage-over-time zones. I just feel that the numbers are off. And I'd like to hear what you guys think.
To begin the discussion, my first thoughts would be to greatly reduce the damage and duration of the fire it leaves behind, but increase the damage of the stream itself, possibly increase its velocity to make it possible to use it more reactively, and greatly increase its ammo per canister.
Edit: I guess I should note that in Friday Facts #169 - Combat revisit 2 (https://www.factorio.com/blog/post/fff-169) Twinsen has mentioned some of the planned balance changes for flamethrowers:
- Flamethrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
Presumably the stacking duration and damage will be accompanied by a heavy nerf to default duration and damage. This alongside the increased fire resistance of biter bases should definitely help bring flamethrowers back in line with the rest of the weapons.
I have recently decided to play another game of Factorio to check out the latest changes, and upgraded to v14 from v12. And throughout the game, the most significant change I have noticed is the new insanely powerful flamethrower.
First of all, the damage it deals is leaps and bounds beyond any other weapon in the game. You can just spray a tiny split-second worth of flame onto each worm and biter nest, and everything burns down within a few seconds. And this is all with a completely un-upgraded flamethrower.
Second, it doesn't feel very satisfying to use. Sure it looks cool and all, but the fact that the flaming stream itself does miniscule damage compared to the damage-over-time of the fire it leaves behind, and the fact that it goes in a ballistic arc to begin with means you need to spray the ground right next to you, which just kills the biters instantly when they touch the flames. If you try to spray towards the biters like you'd use a shotgun, the flames just pass through them without doing any damage.
All this combines to essentially mean: You are penalized for spraying the weapon for less than a split-second. You deal basically no extra damage, and you waste ammo at an incredibly high rate. I think any weapon design that penalizes you for using it is not a very good one.
What are people's opinions on it? How do you think it could be tweaked so it doesn't completely overshadow the other weapons?
I actually have my own personal combat overhaul mod, and I'll experiment with the numbers to see where it leads, but I do like the fact that we now have a stream mechanic, and a weapon that deals damage via damage-over-time zones. I just feel that the numbers are off. And I'd like to hear what you guys think.
To begin the discussion, my first thoughts would be to greatly reduce the damage and duration of the fire it leaves behind, but increase the damage of the stream itself, possibly increase its velocity to make it possible to use it more reactively, and greatly increase its ammo per canister.
Edit: I guess I should note that in Friday Facts #169 - Combat revisit 2 (https://www.factorio.com/blog/post/fff-169) Twinsen has mentioned some of the planned balance changes for flamethrowers:
- Flamethrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
Presumably the stacking duration and damage will be accompanied by a heavy nerf to default duration and damage. This alongside the increased fire resistance of biter bases should definitely help bring flamethrowers back in line with the rest of the weapons.