Landmines still dont make sense.
Even if they oneshotted any enemy(=dealing 99999 damage), they would be borderline useful.
Search found 102 matches
- Fri Aug 18, 2017 9:37 pm
- Forum: Balancing
- Topic: Land Mines in 0.15
- Replies: 14
- Views: 6860
- Fri Aug 18, 2017 9:34 pm
- Forum: Balancing
- Topic: Coal liquification too expensive.
- Replies: 7
- Views: 4404
Re: Coal liquification too expensive.
I agree. Coal liquification, which is actually very complex and cost intensive in terms of infrastructure, should have an easier research. Also maps do respawn in such a way that you actually dont have oil in the beginning. (or there are only 1-3 patches very bad positioned) Coal liquification shoul...
- Fri Aug 18, 2017 9:26 pm
- Forum: General discussion
- Topic: Which Coal Liquefaction setup is better out of these 2?
- Replies: 10
- Views: 5228
Re: Which Coal Liquefaction setup is better out of these 2?
The right one, because the left one can starve itself.
But both setups have too many redundancies imo.
But both setups have too many redundancies imo.
- Fri Aug 18, 2017 9:24 pm
- Forum: General discussion
- Topic: Main Bus Design
- Replies: 12
- Views: 11794
Re: Main Bus Design
I agree. The 4/4 iron/copper lanes make no sense.
If you have a gear/green ciruit belt each, 1 iron/copper lane is sufficient.
If you have a gear/green ciruit belt each, 1 iron/copper lane is sufficient.
- Fri Aug 18, 2017 9:15 pm
- Forum: General discussion
- Topic: [Poll] Is it worth switching to electric furnace
- Replies: 36
- Views: 24466
Re: [Poll] Is it worth switching to electric furnace
I used to transition to electric furnaces too early in most of my games. If you take a closer look, steel furnaces are actually better than an "empty" electric furnaces. The strategy I like to use is to go from stone furnaces directly to electric furnaces, also because I dont want to produ...
- Tue Jun 20, 2017 6:55 am
- Forum: Ideas and Suggestions
- Topic: Solar Modules
- Replies: 4
- Views: 1795
Re: Solar Modules
stone is also used in trackage. build more railroads. I could literally build rails EVERYWHERE and would not be able to deplete a 1,5m Stone field... The only thing you can do is to build stone patchs and walls EVERYWHERE and fill every tile of water. But even then you probably face an overabundanc...
- Mon Jun 19, 2017 5:13 pm
- Forum: Balancing
- Topic: 0.15 Pumpjack gives too much oil.
- Replies: 19
- Views: 7847
Re: 0.15 Pumpjack gives too much oil.
I agree. Oil is too abundant (on normal settings) with the new patch. If you start and have a medium sized oil patch in your vicinity and also use light oil for fuel cube it feels about right. However, in most cases there are 2-3 medium(or even big) sized oilpatches nearby and you also dont have to ...
- Mon Jun 19, 2017 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Solar Modules
- Replies: 4
- Views: 1795
Solar Modules
There are 2 aspects in the game I see can need rework. One is the trivial solar energy and the other is the "stone economy". Both aspects can be improved in conjunction with each other. 1, Yes, Nuclear energy IS a worthwhile competitor to solar panels, but Factorio is a game where you want...
- Mon Jun 19, 2017 4:41 pm
- Forum: Balancing
- Topic: Stone costs aren't increased with Expensive Recipes
- Replies: 3
- Views: 1598
Re: Stone costs aren't increased with Expensive Recipes
The whole "stone economy" is completly imbalanced. Increase stone requirement by x20, then we are about in the range where it makes sense. My suggestions: -Increase concrete cost, so it is in line with stone pavement: 10 Stone bricks + 4 Stone(="Sand") instead of 5 Stone bricks +...
- Mon Jun 19, 2017 5:27 am
- Forum: General discussion
- Topic: Recycling program
- Replies: 2
- Views: 1689
Re: Recycling program
Unnessary. Better consider opportunity cost and integrate content which is actually adding to the game.
- Mon Jun 19, 2017 5:22 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 24691
Re: Pollution is counter-intuitive?
I TOTALLY AGREE! Pollution, as it is now, is very problematic. What I dislike most about pollution is, that in early game it leads to attacks from all sides. Usually, when you begin a game you have to spread somewhere out and this becomes very annoying as you are moving slow and constantly getting a...
- Mon Jun 05, 2017 11:44 am
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 10299
Re: Beacons fully becomes the trash!
The best case szenario looks like this: Beaconed machines use more energy per product then normally, but are "better"( =less pollution/product, more producitivity, faster) but then, electricity also needs to be a non-trivial resource. The quasi-infinite nuclear power ist fine, but the sola...
- Sun Jun 04, 2017 12:24 pm
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 10299
Re: Beacons fully becomes the trash!
I dont like beacons at all. They are bad game design and should be subsituted. What I prefer: 1, more Tiers of faster production buildings, so beacons become obsolete 2, changed beacons which work only in conjunction with one single production building. The beacon itself is then a modular building t...
- Tue May 30, 2017 6:14 am
- Forum: Ideas and Suggestions
- Topic: Hybrid tank (ground-railways)
- Replies: 11
- Views: 4067
Re: Hybrid tank (ground-railways)
Good idea! Nicly explained with picture!
- Mon May 29, 2017 4:42 pm
- Forum: Balancing
- Topic: [0.15] Research pack changes - too complex/difficult
- Replies: 20
- Views: 10080
Re: [0.15] Research pack changes - too complex/difficult
Even if iron and copper were balanced there is another aspect to consider: Using productivity modules in Copper wire production is an additional step which favours copper. So, in a normal game, productivity modules trivializes the copper cost of only product, where copper is dominant(green circuits).
- Mon May 29, 2017 4:35 pm
- Forum: Balancing
- Topic: Smooth out the assembler tiers
- Replies: 16
- Views: 4800
Re: Smooth out the assembler tiers
Expansive? I wonder why people use this argument for infrastructure. Infrastructure is incredible cheap compared to science, almost neglectable. (unlike you use T2-3 modules) Personally I use 3 T1 efficiency modules in miners in midgame and when available upgrade assemblers to T3 immidiatly, there i...
- Mon May 29, 2017 4:27 pm
- Forum: Implemented Suggestions
- Topic: Crude oil minimum scaling with distance
- Replies: 12
- Views: 4023
Re: Crude oil minimum scaling with distance
I dont see this as necessary because you can use coal for oil. Its actually good that oil is scarce and the player has to subsitute part of his oil processing with coal. And coal scales with distance like the other ores.
- Sun May 28, 2017 5:25 am
- Forum: Gameplay Help
- Topic: Steam engine vs Steam Turbine
- Replies: 5
- Views: 32276
Re: Steam engine vs Steam Turbine
Looking into the game file, it does not matter wheter you use engines or turbines for normal boilers.
The ratio is 1:2, so if you use 1 Boiler with 2 Engines or 1 Boiler with 1 Turbine has exactly the same effect.
The ratio is 1:2, so if you use 1 Boiler with 2 Engines or 1 Boiler with 1 Turbine has exactly the same effect.
- Sat May 27, 2017 10:57 am
- Forum: General discussion
- Topic: Nuclear component heat capacity
- Replies: 9
- Views: 4788
Re: Nuclear component heat capacity
This is something I wondered about. Yes, heat pipes are very good to store energy.
- Wed May 24, 2017 6:43 am
- Forum: Balancing
- Topic: Balance Barreling + Fluid Transport
- Replies: 39
- Views: 14008
Re: Balance Barreling + Fluid Transport
I agree. The fluid transportation is not well balanced. Both fluid wagon and transportation by barrles need to be turned down drastically. A singles full fluid wagon can easily handle a big oil field, you only have to consider how long it takes to gather 75k Oil and compare it with ore transportatio...