Search found 950 matches

by BlakeMW
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.
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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.
by BlakeMW
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 ...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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 ...
by BlakeMW
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 ...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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...
by BlakeMW
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

BlueTemplar wrote:
Fri Mar 01, 2019 12:28 pm
BlakeMW wrote:
Fri Mar 01, 2019 11:36 am
(and the fact that nasty patches don't damage Turrets).
Are you sure about that? It seemed to me that they did. Against Gun turrets at least... But I'll look more closely next time.
Very, though it might have changed in a patch?
ouchy tank.jpg
ouchy tank.jpg (102.05 KiB) Viewed 5789 times
by BlakeMW
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...
by BlakeMW
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 ...

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