Search found 950 matches

by BlakeMW
Thu Apr 04, 2019 8:23 am
Forum: General discussion
Topic: Danger Will Robinson, Danger!!! 0.17 Trains
Replies: 31
Views: 8862

Re: Danger Will Robinson, Danger!!! 0.17 Trains

This is the weight of different train components: Locomotive: 2000 Wagon: 1000 Fluid Wagon: 1000 Artillery: 4000 Once trains get a total mass of over about 10000 they start to become quite dangerous to other trains, depending on their speed. At 11000 they can one-shot Behemoth Biters. A train with a...
by BlakeMW
Wed Apr 03, 2019 7:21 pm
Forum: General discussion
Topic: Advice needed : Trains, biters & lasers
Replies: 13
Views: 8706

Re: Advice needed : Trains, biters & lasers

Alright, this depends on evolution, distances involved, and how much repairs you're willing to do. Almost any train can plow through big biters with utmost ease, but Behemoth Biters will easily halt any smaller train, which generally results in the destruction of the train, so once Behemoths have ev...
by BlakeMW
Mon Apr 01, 2019 9:31 am
Forum: General discussion
Topic: [0.17.21] Enemies armor?
Replies: 23
Views: 6726

Re: [0.17.21] Enemies armor?

Do flame turrets still deal infinity damage against biters? The perspective on balance may change dramatically when biters don't get death sentenced by a drop of oil. I wouldn't expect too much to change with respect to flame turrets. They do three sources of damage: sticker: 100 dps (death sentenc...
by BlakeMW
Sun Mar 31, 2019 11:38 pm
Forum: General discussion
Topic: [0.17.21] Enemies armor?
Replies: 23
Views: 6726

Re: [0.17.21] Enemies armor?

On deathworld marathon my approach is to skip piercing ammo and bust my ass getting Flamethrowers literally ASAP (using a combination of hand crafting and ad-hoc setups to produce the required military science) Uh, you can't do that - Piercing Ammo is a pre-requisite for MilSci, which you need for ...
by BlakeMW
Sun Mar 31, 2019 10:37 am
Forum: General discussion
Topic: Gentlemen, BEHOLD!
Replies: 5
Views: 2560

Re: Gentlemen, BEHOLD!

Rockets are good because you can snipe spawners from outside of worm range. So you can setup a defensive line of whatever turret or choice, run forward and snipe 1 or 2 spawners, run back and let the defenses kill the biters, and just repeat until the nest is gone. A little slow but safe and reliable.
by BlakeMW
Sun Mar 31, 2019 8:56 am
Forum: General discussion
Topic: [0.17.21] Enemies armor?
Replies: 23
Views: 6726

Re: [0.17.21] Enemies armor?

I'm still trying to sort out my new deathworld marathon game. Desert start--terrible amounts of cliffs and overlapping resource spawns. At any rate, the changes to weapon tech have made defending simply not fun. On Deathworld marathon you 100% want to rush Flamethrower Turrets. They are available m...
by BlakeMW
Thu Mar 28, 2019 1:44 pm
Forum: General discussion
Topic: [0.17.21] Enemies armor?
Replies: 23
Views: 6726

Re: [0.17.21] Enemies armor?

2) If they are expected to be this hard and Piercing Rounds are now worthless for the purpose, what kind of rounds should I load into the tank? Explosive Cannon Shells tends to be best. Machine Gun is still pretty decent at mowing down spitters and destroying spawners. Against the biters it tends t...
by BlakeMW
Thu Mar 28, 2019 1:17 pm
Forum: Gameplay Help
Topic: What is the train's damage collision formula ?
Replies: 4
Views: 3337

Re: What is the train's damage collision formula ?

Hello, I was wondering if someone knows the exact formula of the damage delt by train on impact ? I'm trying to estimate how much locomotive I would need in the late game and having such formula would help 😊 Empirically: The damage formula for the Tank appears to be roughly: weight * v^2 / 23000 (w...
by BlakeMW
Thu Mar 28, 2019 12:06 pm
Forum: General discussion
Topic: My base was overrun!!
Replies: 6
Views: 3749

Re: My base was overrun!!

Marathon Deathworld has been a fun challenge. It's basically a race to get Flamethrowers because nothing else can really handle the sheer volume of armored targets, one of the fun things about Marathon Deathworld is keeping your pollution low is not really an option, research costs are about 10x hig...
by BlakeMW
Wed Mar 27, 2019 12:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.15] Biters sometimes become frozen when spawning a new nest
Replies: 11
Views: 4532

Re: [0.17.15] Biters sometimes become frozen when spawning a new nest

I ran into exactly the same bug, and have a save

edit: forum file upload being wonky, will put somewhere else: https://drive.google.com/open?id=1GzYnn ... DipUjNUvaY
by BlakeMW
Wed Mar 27, 2019 11:17 am
Forum: Balancing
Topic: Map gen puts enemies too close
Replies: 50
Views: 15281

Re: [0.17.17] Starting Area Generates Impossible Games

This is a bug report for 17.17 . If you try to play in a death world in particular, there is a lot of odd behavior with the map generation. What is noted in particular here is on death world you will get enemies immediately on top of resources or so near resources that any basic production will end...
by BlakeMW
Wed Mar 27, 2019 12:50 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16474

Re: A Deeper Look into Combat Robotics

I'm not sure what to do to make them useful. They are so expensive now and weak too. I mean, if you drop a Distractor on a spawner, that spawner will die, 100% guaranteed. But you could also drop a cluster grenade. Distractors are so expensive, a Distractor cost several times as much as a Cluster Gr...
by BlakeMW
Tue Mar 26, 2019 6:02 pm
Forum: Gameplay Help
Topic: Nuclear power and accumulator priority
Replies: 8
Views: 3915

Re: Nuclear power and accumulator priority

Sure, but the issue is that they are not connectable to the circuit network : https://forums.factorio.com/viewtopic.php?f=6&t=47141 The way I handle that is to have a single steam tank, at the end of a heat exchanger line so it will be the first to start cooling. That steam tank is hooked up to...
by BlakeMW
Mon Mar 25, 2019 7:22 am
Forum: Gameplay Help
Topic: A single alert per X seconds
Replies: 3
Views: 2170

Re: A single alert per X seconds

Use a pair of decider combinators like this: A < 50: OUTPUT B = 1 T = 0: OUTPUT B = 1 Wire the outputs of those combinators into a 3rd Decider relying on "implicit summing" of signals: B = 2: OUTPUT T = 1 (Alternatively, you can use an Arithmetic Combinator, producing a "B=1" and...
by BlakeMW
Sun Mar 24, 2019 10:05 pm
Forum: General discussion
Topic: Power Armour 2 Equipment
Replies: 5
Views: 4502

Re: Power Armour 2 Equipment

Depends what you want to do. I tend to have a bit of a mishmash setup. It's always nice to have at least one shield if you're playing with enemies. In 0.17 it's more important to dodge spits than to be able to tank damage, so you don't really need more than 3 shields. At least 2 Exos, up to 6. For c...
by BlakeMW
Fri Mar 22, 2019 8:55 am
Forum: Gameplay Help
Topic: A single alert per X seconds
Replies: 3
Views: 2170

Re: A single alert per X seconds

You need a countdown timer. Wire a Constant Combinator outputting T = -1 to a Decider Combinator wired to itself and outputting T on the condition T > 0 When another Combinator sends a T value (say 600) to this setup, the T signal will count down by 1 each tick until reaching 0 then it will remain a...
by BlakeMW
Thu Mar 21, 2019 1:13 pm
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 9639

Re: .17 coal power ratios

Try "overbuilding" steam engines, with steam storage tanks - storage tanks are more expensive than boilers, but having the steam already in/near the steam engine should make for a better response time for spiky demand changes like laser turrets firing. With boilers being so cheap that's p...
by BlakeMW
Wed Mar 20, 2019 6:12 pm
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 5137

Re: Why does radar attract biters?

Indeed. I even use the 5 solars + radar from time to time. 75% of the time they survive long enough to map out their maximum range. If you plop a single gun turret it'll wipe out any expansion party and that radar outpost will last basically forever. (this only works if the radar is outside the poll...
by BlakeMW
Wed Mar 20, 2019 4:38 pm
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 9639

Re: .17 coal power ratios

I'm also not a fan of perfect ratios. In fact I tend to use an excess of power generation relative to fuel anyway. Why: demand spike accommodation. Factory power demand tends to fluctuate, the fuel and water entering the poweplant has to meet the average demand, but the generation wattage has to mee...
by BlakeMW
Wed Mar 20, 2019 4:34 pm
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 5137

Re: Why does radar attract biters?

The technical reason for this behaviour, if anyone's curious, is because the radar is classified as a military entity (as it shows up on that tab in the crafting menu). This isn't actually how it works. There are things on the military tab that don't draw the ire of biters: walls, gates and Rocket ...

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