Friday Facts #410 - Rocket turret & Target priorities
- FactorioBot
- Factorio Staff
- Posts: 423
- Joined: Tue May 12, 2015 1:48 pm
-
- Fast Inserter
- Posts: 131
- Joined: Mon May 15, 2017 7:49 pm
- Contact:
Re: Friday Facts #410 - Rocket turret & Target priorities
That is amazing!
I hope we don't need fish to craft it.
I hope we don't need fish to craft it.
Re: Friday Facts #410 - Rocket turret & Target priorities
Awesome news! Really love rocket turret. Patiently waiting the release. Thanks!
Re: Friday Facts #410 - Rocket turret & Target priorities
Nice job. This update is right on target!
Re: Friday Facts #410 - Rocket turret & Target priorities
Nice Job
But we need more Enemy types and also more intelligent ones
normally in vanilla after flamethrower research, the enemy has no mean
But we need more Enemy types and also more intelligent ones
normally in vanilla after flamethrower research, the enemy has no mean
- husnikadam
- Fast Inserter
- Posts: 111
- Joined: Mon May 21, 2018 1:56 pm
- Contact:
Re: Friday Facts #410 - Rocket turret & Target priorities
I wonder whether nukes in these are just a meme or if they can actually be used. Nobody wants to blow up his base
Re: Friday Facts #410 - Rocket turret & Target priorities
These rockets are searching towards their target. I see a lot of path finding going on, or does it just move towards its target? Doesnt this really slow down your UPS if you have a full wall rocket turrets shooting rockets with target seeking devices?
-
- Long Handed Inserter
- Posts: 52
- Joined: Sat Jun 01, 2019 10:50 pm
- Contact:
Re: Friday Facts #410 - Rocket turret & Target priorities
With turrets and artillery in the circuit network, all that is left is being able to send target coordinates to a artillery unit. Why? No idea but it could be fun
Re: Friday Facts #410 - Rocket turret & Target priorities
When will we finally know the release date of the expansion? Just take my money
-
- Burner Inserter
- Posts: 12
- Joined: Sat Sep 16, 2023 7:03 pm
- Contact:
Re: Friday Facts #410 - Rocket turret & Target priorities
like, when a miner has stopped working, due to lack of ore, you can just shoot it into oblivion with an artillery shellJackTheSpades wrote: ↑Fri May 10, 2024 11:30 am With turrets and artillery in the circuit network, all that is left is being able to send target coordinates to a artillery unit. Why? No idea but it could be fun
-
- Burner Inserter
- Posts: 9
- Joined: Wed Sep 09, 2015 3:55 pm
- Contact:
Re: Friday Facts #410 - Rocket turret & Target priorities
I like the rocket turret, but when it is launching rockets it doesn't look as impressive as I expected.
Could you add a puff of smoke to represent the backblast?
In the space platform video it looks like the launch tubes are open in the back so it is strange there is no smoke/flames coming from there.
I think that could be the missing piece.
Could you add a puff of smoke to represent the backblast?
In the space platform video it looks like the launch tubes are open in the back so it is strange there is no smoke/flames coming from there.
I think that could be the missing piece.
Re: Friday Facts #410 - Rocket turret & Target priorities
The real question to ask here is - What would happen if we used nukes against asteroids? Could our space platforms eventually encounter a hazard so great, that they would actually be necessary?husnikadam wrote: ↑Fri May 10, 2024 11:20 am I wonder whether nukes in these are just a meme or if they can actually be used. Nobody wants to blow up his base
Re: Friday Facts #410 - Rocket turret & Target priorities
Nicely spotted. I think it's due to how the smoke looks simply deposited by the rocket, rather than ejected.Leopard1800 wrote: ↑Fri May 10, 2024 11:37 am I like the rocket turret, but when it is launching rockets it doesn't look as impressive as I expected.
Could you add a puff of smoke to represent the backblast?
In the space platform video it looks like the launch tubes are open in the back so it is strange there is no smoke/flames coming from there.
I think that could be the missing piece.
In theory, the smoke particles should *exit* the rear of the rocket at a fixed density and (relative) speed, so that when the rocket is slowest, they are projected backwards, and when the rocket is up to speed, the smoke particles left behind would be essentially stationary. This would automatically create a backblast on rocket creation since at the start the rocket is slow, which would project some smoke backwards.
Re: Friday Facts #410 - Rocket turret & Target priorities
Minimum firing range of 15. Blast radius of 35. Would recommend.husnikadam wrote: ↑Fri May 10, 2024 11:20 am I wonder whether nukes in these are just a meme or if they can actually be used. Nobody wants to blow up his base
But more importantly, if we can configure their targets, can we target trees, chests, trains or engineers?
Re: Friday Facts #410 - Rocket turret & Target priorities
Been waiting to learn more about rocket launchers ever since they were shown. The sound and animation is top!
See the daily™ struggles with my Factory! https://www.twitch.tv/repetitivebeats
Re: Friday Facts #410 - Rocket turret & Target priorities
Notice those turrets are on the coastline.
Water enemies incoming?
Water enemies incoming?
Re: Friday Facts #410 - Rocket turret & Target priorities
As far as i can tell, it will be possible to read the ammunition inside the turret, and as such monitor from circuits when a rocket (or else) is shot by the turret. Then it is possible to add a speaker and different instruments so as to know which area is firing just using global sound ? To me that's great x).
Also, I can already hear a modded sound that says "pew" voice-made, and then some turret in 1 platform will say "pew pew pew" whenever rockets are fired. Not all , just 1, the personnal transport one
For a more militaristic approach, i welcome the ability to prioritize target, i think it will lead to much more efficient fire distribution on average, and make defense cheaper overall and works great with mods too hopefully.
My speculation is that it highlight the statistics improved by having the item in higher quality. And if that's the case i like it very much.
Also, I can already hear a modded sound that says "pew" voice-made, and then some turret in 1 platform will say "pew pew pew" whenever rockets are fired. Not all , just 1, the personnal transport one
For a more militaristic approach, i welcome the ability to prioritize target, i think it will lead to much more efficient fire distribution on average, and make defense cheaper overall and works great with mods too hopefully.
My speculation is that it highlight the statistics improved by having the item in higher quality. And if that's the case i like it very much.
Re: Friday Facts #410 - Rocket turret & Target priorities
Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE!
Also: I assumed rocket turrets would be mid-to-far range? I find this pretty weird.
Also: I assumed rocket turrets would be mid-to-far range? I find this pretty weird.
Last edited by Tooster on Fri May 10, 2024 12:34 pm, edited 1 time in total.
Look mom, I made a mod ^^ Barrel Stages
Re: Friday Facts #410 - Rocket turret & Target priorities
The way you describe it makes it sound like the priority setting will have a “right” answer. Like, why would you ever not want to target only the big asteroids in space, if it’s always more efficient to shoot the smaller ones some other way? Game features are better / more interesting when there are tradeoffs in play.
Beacons in the current game are another example. It’s optimal to put prod modules in the assemblers and speed modules in the beacons, so everybody does that, because it’s the right answer. Sure, efficiency modules might play a role early on when pollution/power management is a big concern, but past that point there’s little variation. Since the boringness of beacons has been addressed somewhat in 2.0, I’m hopeful that we won’t see anything similar with target priorities.
Beacons in the current game are another example. It’s optimal to put prod modules in the assemblers and speed modules in the beacons, so everybody does that, because it’s the right answer. Sure, efficiency modules might play a role early on when pollution/power management is a big concern, but past that point there’s little variation. Since the boringness of beacons has been addressed somewhat in 2.0, I’m hopeful that we won’t see anything similar with target priorities.