Search found 108 matches
- Thu May 23, 2019 7:26 am
- Forum: General discussion
- Topic: Worth it or not?
- Replies: 13
- Views: 7481
Re: Worth it or not?
The campaigns are on a small map. On freeplay, the map is infinite. You'll never be waiting unless you put biters on a difficulty level higher than you can handle.
- Mon Apr 01, 2019 12:55 am
- Forum: General discussion
- Topic: [0.17.21] Enemies armor?
- Replies: 23
- Views: 7476
Re: [0.17.21] Enemies armor?
Yup. Some dev really likes barbecued biters I guess xD
That said, each of the three turrets has their point where they're the best to use in the course of a game, so at least it's balanced in that sense.
That said, each of the three turrets has their point where they're the best to use in the course of a game, so at least it's balanced in that sense.
- Sun Mar 31, 2019 7:01 pm
- Forum: General discussion
- Topic: [0.17.21] Enemies armor?
- Replies: 23
- Views: 7476
Re: [0.17.21] Enemies armor?
That's a wall of text, and yet default is like 10x harder on 0.17 than 0.16 You probably don't notice cause we're mostly playin on deathworlds.
A) Enemies spawn closer and in bigger numbers
B) That's it.
A) Enemies spawn closer and in bigger numbers
B) That's it.
- Sun Mar 31, 2019 9:41 am
- Forum: General discussion
- Topic: Gentlemen, BEHOLD!
- Replies: 5
- Views: 2780
Re: Gentlemen, BEHOLD!
Well in this particular game, I managed to secure a giant iron ore patch using the flamethrower turrets here just before hitting 0.5 evolution, so I'm sitting okay. That said, I wonder if I should seriously use this tactic while in a tank. Repair are super cheap. Then again poison capsules will prob...
- Sun Mar 31, 2019 9:14 am
- Forum: General discussion
- Topic: [0.17.21] Enemies armor?
- Replies: 23
- Views: 7476
Re: [0.17.21] Enemies armor?
Yeah flamethrower turrets are so damaging I don't even use heavy oil, just straight crude. Buys me some extra time to get them online. Can always start a second ring when you expand which uses light oil. That said, I usually can't fully finish my defenses until 0.45 evolution so I go for piercing ro...
- Sun Mar 31, 2019 7:52 am
- Forum: General discussion
- Topic: Gentlemen, BEHOLD!
- Replies: 5
- Views: 2780
Gentlemen, BEHOLD!
Born out of desperate measures with a dwindling piercing rounds supply... Flame turret rush! (This is actually terrible, I just had to share) https://i.ibb.co/wCkJpcZ/20190331004832-1.jpg Update: This is actually not all that terrible when used to drain the nests while you attack on the side. https:...
- Sun Mar 31, 2019 2:23 am
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 18339
Re: A Deeper Look into Combat Robotics
Requiring a robot frame makes defender bots tank-era which feels really silly since they were terrible before. I don't see an issue with massively buffing bots, no holding back. They're offense only, material heavy, and limited by multiple separate techs, which is a lot of investment for something o...
- Sat Mar 30, 2019 6:40 pm
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 16971
Re: Map gen puts enemies too close
I'm not sure this works exactly like that - the OP seems to be the worst case for Default settings ? Meh, bad starts just means more hitting seed reroll. Ideally all maps would be just barely doable and the majority of the difficulty would come from what generates further out and how well you play ...
- Sat Mar 30, 2019 11:31 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 16971
Re: Map gen puts enemies too close
Isn't Deathworld Marathon meant to be an extremely difficult experience with low chance of survival ? It's a Death ... world. In Marathon mode. It's like running a Marathon barefoot on piled glass, and complaining it's hard. It's meant to be hard. Meh, bad starts just means more hitting seed reroll...
- Sat Mar 30, 2019 9:39 am
- Forum: Balancing
- Topic: Map gen puts enemies too close
- Replies: 50
- Views: 16971
Re: Map gen puts enemies too close
Eh, I'd say spawns are just too close across the board. Playing on a deathworld marathon, I'd say the majority of maps are basically unwinnable, whereas in previous versions, nearly every map was winnable. Maybe on deathworld some early shenanigans can allow a victory in weird situations, but you're...
- Sun Jan 27, 2019 4:04 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 40180
Re: Did no one else notice massive nerf of tank in 0.17?
If you used the tank for the MG, then you were using the tank all kinds of wrong. You use the tank for the damn cannon, with explosive shells and enough upgrades you can wipe out a base in 1 or 2 shots in most cases. Only then needing to use the MG for mop up. Add in the fact that your personal def...
- Sun Jan 20, 2019 5:50 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 40180
Re: Did no one else notice massive nerf of tank in 0.17?
I've played deathworld marathon twice to the rocket+, so I've got a fair bit of experience with the tank balance at it's most extreme. For me, the tank had three phases before ultimately being completely overwhelmed by other end game options: -"Poison capsule" tank -Power Armor MK1 "L...
- Thu Jul 20, 2017 10:41 pm
- Forum: Gameplay Help
- Topic: Steam turbine ratios with daytime solar?
- Replies: 4
- Views: 2835
Re: Steam turbine ratios with daytime solar?
It's not quite that simple. You'd actually have to have enough turbines to equal 100% of your solar, since without accumulators you need to run full blast in the night. I'm looking for a slightly different problem. Here's the problem in more concrete terms, If have a 480 MW reactor complex, and want...
- Thu Jul 20, 2017 5:54 pm
- Forum: Gameplay Help
- Topic: Steam turbine ratios with daytime solar?
- Replies: 4
- Views: 2835
Steam turbine ratios with daytime solar?
I'm pretty lazy on doing the math, and since someone's probably already done it I may as well just ask. I'm aiming to use "nighttime nuclear" in the way that you would use nighttime steam engines early game. The goal is to completely eliminate accumulators, reduce solar panel count, and st...
- Wed Jul 19, 2017 7:37 pm
- Forum: General discussion
- Topic: Baffled - please provide reasons
- Replies: 13
- Views: 6219
Re: Baffled - please provide reasons
Yeah it's basically just to make building it quicker before personal roboport mk2. No reason not to, as the roboport is typically less than 10% of the whole solar blueprint cost. Plus in 0.15, Eventually you're going to tear it all down anyways for reuse once you've got kovarex nuclear, so it's not ...
- Wed Jul 19, 2017 4:43 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 5711
Re: Advanced circuit craft time is too long / unbalanced need
I haven't personally found red circuits to be any worse than green circuits in # of assemblers before going for infinite research, since I'm still massing laser turrets/ solar panels. And after that point, you only need what, 50% more than green circuit assemblers? Double maybe? Non-issue imo. Edit:...
- Mon Jul 17, 2017 5:49 pm
- Forum: General discussion
- Topic: Infinity water
- Replies: 26
- Views: 14350
Re: Infinity water
lol the main character have train in the pocket :D You're telling me you don't carry a train in your pocket on the normal? Is that a train in your pocket or are you just happy to see me? erm, anyways, on topic, This sounds like it just wouldn't be worth it. Early game you guzzle water like crazy in...
- Sat Jul 15, 2017 11:27 pm
- Forum: General discussion
- Topic: Late late game biter clearing
- Replies: 12
- Views: 10551
Re: Late late game biter clearing
Actually, it's been forever since I've mass cleared biters, I've forgetten some things. You actually can clear about as fast as you can run if you make a few stacks of 120+ destroyer bots and tens of thousands of distractor bots and just hold down distractor placement while running. I gues the 0.15 ...
- Sat Jul 15, 2017 8:19 am
- Forum: Balancing
- Topic: Atomic Bomb needs more prerequisites.
- Replies: 2
- Views: 1912
Re: Atomic Bomb needs more prerequisites.
Don't have much opinion on the bomb part, it's a post-endgame weapon, so it's not like it really matters since you'll have those techs by the time you research it usually. As for uranium ammo, I'd honestly say it should go in the other direction, and remove yellow science. By the time you have high ...
- Fri Jul 14, 2017 1:57 am
- Forum: General discussion
- Topic: Late late game biter clearing
- Replies: 12
- Views: 10551
Re: Late late game biter clearing
Honestly, after a certain point, just use the console to eliminate biters. They don't really serve a purpose once you've got double thick fully researched laser turrets. I don't think there's a faster legit way than nukes simply because if you just dive headlong into biters nests too fast behemoth s...