That sounds great, especially given the newer, easier rail building system!kovarex wrote:I forgot to mention that. This will be solved by the artillery train!
Search found 14 matches
- Fri Oct 14, 2016 5:50 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128890
Re: Friday Facts #160 - Playtesting
- Fri Oct 14, 2016 5:35 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 128890
Re: Friday Facts #160 - Playtesting
I'm very glad to hear of the proposed changes to oil wells. Often it seems that I've no longer set up the train tracks than the pumpjacks have run dry! This can be especially tedious given the endgame's enormous demand for advanced circuits, processing units, and speed modules. In the past I have us...
- Fri Mar 11, 2016 2:59 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 149532
Re: Friday Facts #129 - The late game
A great post! I too had experienced many of these issues, most saliently: 1) Lategame mining requiring too much babysitting: drills can exhaust resources quickly, and building rail to the remote sites is such a chore sometimes that it isn't worth it. 2) Stagnation as all the green tiers unlock at on...
- Thu Jun 05, 2014 5:31 am
- Forum: Implemented Suggestions
- Topic: Alerts / better combat warnings
- Replies: 6
- Views: 4676
Better combat warnings -- orange for wall damage
The current combat alerts are useful for letting you know that biters are attacking your stuff and the turrets are acting. However, the red alert is not useful, since sometimes the aliens are attacking something boring (a wall) and sometimes they are attacking something vital (the wall has been brea...
- Wed May 28, 2014 9:20 pm
- Forum: Balancing
- Topic: Map generator: Spread out enemy bases and resources more
- Replies: 14
- Views: 24992
Re: Map generator: Spread out enemy bases and resources more
I agree with the idea of richer, more sparse resource deposits, which would encourage more thorough use of trains (although the trains themselves could use some refinements first, like faster track-laying or better pathing). In my first freeplay completion, there were a number of deposits which were...
- Mon May 26, 2014 5:38 pm
- Forum: Balancing
- Topic: Production time costs
- Replies: 1
- Views: 5511
Production time costs
Just finished my first game of freeplay, and the following thought occurred to me. In Factorio, there seem to be two types of craftables. The first kind are items which are easy to provide materials for but time-consuming to create, such as circuits, gear wheels, ammo, and science packs. These are n...
- Sat May 17, 2014 6:49 pm
- Forum: Gameplay Help
- Topic: Intersecting two unrelated train tracks, stop collisions?
- Replies: 11
- Views: 7127
Re: Intersecting two unrelated train tracks, stop collisions
SIgnals force trains to acknowledge which direction a section of track can be traveled. One signal, one-way only. Two signals (directly across from one another), two way track. Signals placed next to different tiles of track create a 'segment' or 'branch' between them. Oh, man! This is a really, re...
- Fri May 16, 2014 8:32 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144749
Re: Attacking biters with turrets makes all weapons pointles
Give turrets an "initialisation" timer that prevents them from firing for 10 seconds after they've been built. I think that would help. I'm unsure whether one should disable the turret creep completely by making it impossible to place turrets near bases, but an initialisation time would m...
- Wed May 14, 2014 10:53 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144749
Re: Attacking biters with turrets makes all weapons pointles
It also seems to me that large biters have such phenomenal health, armor, and regen that it is impractical to try to kill them except by laser turrets. Combat shotgun +5/+5 hardly scratches them; only a bank of laser turrets can turn out the necessary damage per second.
- Tue May 13, 2014 11:14 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144749
Re: Attacking biters with turrets makes all weapons pointles
The aliens are pretty numerous and persistent, and I've usually got better things to do than fight them myself, so I'm not particularly upset that they are easy to defend against. It is a terrible pain to have to go and siege their bases myself, though, doing donuts in my car and dropping poison cap...
- Mon May 12, 2014 4:12 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 144749
Re: Attacking biters with turrets makes all weapons pointles
I mean, I know the game is about automation, and killing automatically is also part of it. But then why bother making different weapons? In that case, I call for drone strikes! I think that the combat is a chore, personally, and so I am very grateful for anything which lets me automate it away. Dro...
- Thu May 01, 2014 4:39 pm
- Forum: Balancing
- Topic: [0.8] Campaign too difficult
- Replies: 35
- Views: 27176
Re: [0.8] Campaign too difficult
I think the campaign has been excellent up until this part. I thought the previous mission was very well-designed in that the player's need for iron compels her to follow and rebuild the railway network. However, this mission is pretty aggravating. I appreciate that the developers are striving to ma...
- Thu May 01, 2014 3:00 pm
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 52836
Re: Are bitters too hard to kill in end game?
Well, the main task is to kill the spawners, before they can respawn. I'm for example not good with the car. My strategy is use poison to reduce health and kill the worms and then to lay out many defender bots to protect me and concentrate myself to keep protected and kill the nests only. For my pr...
- Thu May 01, 2014 4:48 am
- Forum: Balancing
- Topic: Are bitters too hard to kill in end game?
- Replies: 59
- Views: 52836
Re: Are bitters too hard to kill in end game?
Thank you for the report of the gameplay frustrations, there are few things we would like to do with it eventually. a) Introduce difficulties for freeplay b) Indicate enemy evolution somehow c) Implement the longer range artillery. d) Try to make the starting conditions more stable. I'm also mostly...