Search found 950 matches
- Sat Mar 16, 2019 11:20 pm
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 15274
Re: Map generation sometimes gives very hard starts [0.17]
Hmmm yes, a player who doesn't know about munching fish is unlikely to survive for long on a start like this, and going fishing isn't exactly an intuitive opening.
- Sat Mar 16, 2019 10:00 pm
- Forum: Gameplay Help
- Topic: 0.17 Defense Against Big Worms?
- Replies: 12
- Views: 4288
Re: 0.17 Defense Against Big Worms?
I can't guarantee this will work in this version of the game, but historically chunks which are outside the pollution cloud and far away from the player are mostly inactive (for performance reasons, otherwise nests would force the game to a crawl), that means that worms in those chunks do not fire a...
- Fri Mar 15, 2019 5:23 pm
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 9380
Re: [0.17] Personal laser defense gets too good
You've yet to make a case for why it's a balance problem, rather than merely a consistency problem. At the moment a fusion reactor (16 tiles) can power 5 fully shooting-speed upgraded PLDs (25 tiles), alternatively it could power 3.75 exos (30 tiles). PLDs and Exos are reasonably comparable, as neit...
- Fri Mar 15, 2019 11:42 am
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 9380
Re: [0.17] Personal laser defense gets too good
They actually suck now, especially if you build power poles right next to them which can get caught in acid. Their damage seems to have taken a huge hit from constant beam conversion and they keep getting overrun. But they're fine if you just leave a 1 tile gap between the laser turret and the powe...
- Thu Mar 14, 2019 7:39 pm
- Forum: Gameplay Help
- Topic: [0.17.1] Out of oil on island map
- Replies: 7
- Views: 3895
Re: [0.17.1] Out of oil on island map
Is it a map with finite borders where you can't just build a landbridge to more resources?
I'm pretty sure Factorio is balanced around the infinite map. If you use world settings to generate a world which is too small to have the resources needed to "complete" the game it is on you.
I'm pretty sure Factorio is balanced around the infinite map. If you use world settings to generate a world which is too small to have the resources needed to "complete" the game it is on you.
- Thu Mar 14, 2019 4:35 pm
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 9380
Re: [0.17] Personal laser defense gets too good
In some ways I agree in other ways I disagree. Putting aside comparisons with the Laser Turret, and considering it in comparison with other modules. The problem with having a PLD is you then can't have an energy shield or exoskeleton in those slots. Splashing things with the flamethrower is a death ...
- Sat Mar 09, 2019 1:21 am
- Forum: Gameplay Help
- Topic: 0.16 personal bots don't do much
- Replies: 5
- Views: 1777
Re: 0.16 personal bots don't do much
Basically the idea with blueprint deployment in the grid roboport area is you can just drop it down then go away while it gets finished, typically it doesn't really matter if it takes 10s or 60s to build out a blueprint. The personal roboport is really designed - or at least best used - for building...
- Thu Mar 07, 2019 7:38 am
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10458
Re: There are not enough options vs bases early game
The design idea behind them was that you can secure oil patches with them which obviously doesn't work anymore, but I don't think it worked significantly well beforehand either. I could see converting defenders into a land-based combat robots without any need for flying, OR an earlier version of fl...
- Tue Mar 05, 2019 2:26 pm
- Forum: General discussion
- Topic: [0.17.x]New worm exploit/strategy
- Replies: 13
- Views: 5277
Re: [0.17.x]New worm exploit/strategy
That's working as intended. Try doing this with a real nest inhabited by a horde of biters for more fun :) You can do it easily against end-game bases (at least late Big Biter era). The thing is that it doesn't matter if it's 1 worm or 100 worms spitting at you, you can make ALL the shots miss with...
- Tue Mar 05, 2019 11:04 am
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10458
Re: There are not enough options vs bases early game
Currently, by far the best strategy to eliminate enemy bases is to turret creep. Is turret creep still effective against big and behemoth worms ? I thought at least behemoth worms had more range than turrets, but I might be mistaken. [Edit] https://www.reddit.com/r/factorio/comments/aw5tqi/experime...
- Mon Mar 04, 2019 11:19 pm
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10458
Re: There are not enough options vs bases early game
I've tried doing that, but you quickly end up with the floor covered with acid... and you have to step in just one puddle, or get hit by just one worm/spitter for the situation to start to degrade exponentially... You need to both make rapid direction changes, and maintain a situational awareness o...
- Mon Mar 04, 2019 10:34 pm
- Forum: Balancing
- Topic: There are not enough options vs bases early game
- Replies: 28
- Views: 10458
Re: There are not enough options vs bases early game
In 0.17 performing "stutter-step" or rapid zig-zag is obscenely effective at making all the worms completely miss.... if you have the micro skills for it. Heavy Armor makes you nearly immune to small biters and dropping a grenade every now and then eliminates the herd. So you can run into ...
- Mon Mar 04, 2019 8:20 pm
- Forum: Gameplay Help
- Topic: Good solution for biters attacking power poles along railway?
- Replies: 14
- Views: 4112
Re: Good solution for biters attacking power poles along railway?
You really do have to just wall out the biters. I've played A LOT of Deathworld, and am playing a 0.16 Deathworld. In the early game there aren't enough resources to wall out the biters and more importantly committing genocide will cause the evolution factor to blow out bringing Big Biters knocking ...
- Mon Mar 04, 2019 4:54 pm
- Forum: Balancing
- Topic: Power armor power systems
- Replies: 19
- Views: 7917
Re: Power armor power systems
I have told that those portable solar panels can be used in some defense setup, even with 5*5 grid of modular armor, but I have never personally found any need for such function. From building point of view solar panels and modular armor are completely useless and I think most complainers think bui...
- Fri Mar 01, 2019 11:08 pm
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
I did not fight new biters yet but it seems that acid pools are simply to good? Both slow down and decent dps. Someone would need to do some science and figure out if they stack - because in that case they might not need single one with big dps it's just 50x of them ;) They use the same logic as fi...
- Fri Mar 01, 2019 5:41 pm
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
Bear in mind I had neither grenades nor piercing magazines for that attack. Grenades are still a game-changer. Well I killed a 4 Spawner ~10 Small Worm nest before I got Military 2 (because the nest was parked almost on my iron patch), I just used backline of turrets to kill any small biters and SM...
- Fri Mar 01, 2019 4:25 pm
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
In 0.17.3, I blew through 85 basic magazines and died on a three-spawner base. That's over twice the difficulty. I actually found it easier to "rambo" nests in 0.17, now Worm spitballs can be dodged or misdirected by zig-zagging. Heavy Armor almost completely neutralizes small biters prov...
- Fri Mar 01, 2019 12:55 pm
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
Very, though it might have changed in a patch?BlueTemplar wrote: ↑Fri Mar 01, 2019 12:28 pmAre you sure about that? It seemed to me that they did. Against Gun turrets at least... But I'll look more closely next time.
- Fri Mar 01, 2019 12:47 pm
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
Raising tank health a little bit does not sound too unreasonable to me though. I would rather more resists than more hitpoints because: 1. Waiting for your Tank to repair is the most fun ever. 2. Resits multiply the effectiveness of repair bots during combat, and at the moment they are very sad bec...
- Fri Mar 01, 2019 11:36 am
- Forum: Balancing
- Topic: 0.17.3 Default enemy difficulty is kinda ridiculous
- Replies: 25
- Views: 7722
Re: 0.17.3 Default enemy difficulty is kinda ridiculous
I'm playing Deathworld so I wanted a challenge, but I have to agree about the Tank being a bit tissue-paper. The "nasty patches" left on the ground by spitters in particular seem to burn through the tank's armor like nobodies business and if a Big Biter manages to block the Tank's forward ...