Eh. Whatever. The mislabeled units don't impact the original point.
The original point is that lowering the base damage hurts the scaling.
I decided to do the math because someone made it sound like a 'more efficient' scaling post-adjusted value regardless of what they meant to say.numzero wrote: ↑Mon Sep 09, 2024 6:43 pmYou didn’t need to do all this math obviously. Upgrades are relative thus, 66% reduction is 66% reduction, with or without upgrades.XT-248 wrote: ↑Mon Sep 09, 2024 6:02 am Now, the losses of power efficiency between post-adjusted and pre-adjusted base damage at maximum laser shooting speed at 6 energy weapon damage level (pre-space) are calculated. Energy weapon damage 6 level gives 230% cumulative modifiers. Both post-adjustment and pre-adjustment are assumed to have 240 kW energy demand.
30 base damage * ( 100% + 230% ) = 99 damage per shot for the 240 kW energy demand.
10 base damage * ( 100% + 230% ) = 33 damage per shot for the 240 kW energy demand.
That is still a straight 66% loss post-adjusted in power efficiency compared to pre-adjusted power efficiency, and I don't need to do any complicated math as 99 divided by 1/3 is 33.
The whole point is to illustrate that a 66% loss in base damage is also translated to really an expensive exponential upgrade path (2^N ensuring million-plus science pack cost to unlock higher energy weapon damage repeatable tech).
This clashes with the personal laser defense being 'much more efficient' without indicating how it would be 'more' post-adjusted value.
Okay. Let me try to rephrase the original concept in a much more concise and cleaner way.numzero wrote: ↑Mon Sep 09, 2024 6:43 pmI can only wonder why are you directly comparing vanilla PLD to a Q5 reactor.XT-248 wrote: ↑Mon Sep 09, 2024 6:02 am 23 * 240 kW (max laser shooting speed) = 5,520 kW/5.5 MW.
The new 'Space Age Fusion Reactor' can provide about 6.25 MW at Q5. I can only begin to guess the new optimized loadout without knowing how big the new Space Age Fusion equipment is.
I can tell you right away that there aren't enough personal laser defense modules in that example you gave to out-demand the new 'Space Age Fusion Reactor's' power yield.
Vanilla Post-Space-Age Q1 Spidertron with a new Space Age Q5 Fusion Reactor can power more than Q1 23 PLD modules (assuming that I can fit all of that in a single spidertron, which is a big assumption since the Space-Age-Fusion Reactor equipment size is unknown). There is sufficient room to increase the energy cost for PLD modules to make it harder to stack in the way WUBE doesn't want it to be and allow the PLD's baseline damage stat to be a little higher than the planned post-adjusted damage value.
The offensive/clearing-nest spidertron, in a group, build I mentioned earlier (1 x Fusion Reactor, 3x PLDs, 6x Shied Mk II, and 1x walking extension) is what I use primarily in the vanilla end-game to clear dense nests.numzero wrote: ↑Mon Sep 09, 2024 6:43 pm*Anyone who was relying on PLDs to wipe everything moving around. You may be surprised but, not everyone does that. The loadout I shown is cool but, I made it well after the rocket (and I’d never risk using that outside a spidertron) and more for fun than anything.
I don't use anything else much except for Artillery to clear really dense areas.
I know people who are in real-life mobility challenged who rely on PLD as 'back-up,' while their spidertron build main damage dealers are explosive rockets, as they are incapable of moving their mouse in a way to target and kill hostiles in the same way I can with PLD-only spidertron squadron (dancing to dodge worm/spitter range glob to get in close and kill them).
I also know of people who won't use laser turrets (MU pow3r gr1d can't handl35 1t!!!!) and already devalue PLD as 'too expensive research-wise' despite its being the versatile tool currently in vanilla Factorio.
I could go on and on.
Assuming that I think everybody uses PLDs only is just an assumption that happens to be inaccurate.
Excuse me?
That is a bold claim, and I will explain why it is bold.
There are multiple deathworld run through by various YouTube/Twitch that use only a single oil pump jack and flamethrower turrets wall to survive long enough to reach the end-game.
Example by Michael Hendriks: https://www.youtube.com/watch?v=JvRyhh9FJLY - Tag line Factorio "The Ultimate DeathWorld Challenge" - Maximum biters, No starting area, and further the Pure DeathWorld Preset: no cheesing other settings!
I don't like deathworld challenging runs and don't do them myself, but at the same time, I am aware that this strategy is possible through an absurdly high area of DPS in exchange for a few units of crude oil.
In vanilla Factorio, Laser Turrets are somewhat expensive "resource-sinks" once built due to idle power drainage and the required energy to fire a laser shot (800 kJ or 800 kW over a second). There will be a new Tesla Tower in the Space Age, which is supposed to be more energy-intense than laser turrets.
However, there is a break-even point when the player has enough of any of the following options or mixed: solar energy from cleared areas, Nuclear Energy, or the new Fusion Energy (FFF #420). The opportunity costs for energy spent on defense come down, allowing players to stay on defense with minimum to no non-energy losses while utilizing primarily laser turrets or laser turrets mixed with other turrets.