Landmines in the offense

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NOiZE
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Landmines in the offense

Post by NOiZE »

Not sure if this is intended game play:
https://youtu.be/aTNUpQNm3Yw?t=538

Title: Balance Landmines: Player Damage, 30% Less Nest Damage, No Enemy Targeting

Type: Feature Request

Factorio Version: 2.0 (also applicable to earlier versions)

Short Description:
Make landmine explosions damage players, reduce biter/spitter nest damage by 30%, and stop biters/spitters from targeting landmines. This curbs cheesy nest-clearing spam and boosts combat strategy.

Description:
Landmines make clearing biter/spitter nests too easy:
1. Players are immune to landmine explosions, unlike nests and biters.
2. Nests take heavy damage (~1000 per mine), so 4-5 wipe out a ~4000-health nest.
3. Biters/spitters target landmines during placement, triggering explosions for free, and keeping the player free from biter attacks.

This feels cheesy, especially in speedruns where landmine spam overshadows other tactics. I suggest:
1. Player Damage: Landmines should damage players, adding risk.
2. 30% Less Nest Damage: Nests take 30% less damage from landmine explosions, needing more mines or mixed tactics. Other explosives keep full damage.
3. No Enemy Targeting: Biters/spitters shouldn’t target landmines, focusing on players instead.

Reasoning:
  • Balance: Landmine spam trivializes nests, worsened by biters targeting mines. Player damage and nest resistance force smarter play; no targeting keeps enemies aggressive.
  • Speedruns: Landmines dominate speedrun nest clearing. These changes add skill—avoiding self-damage and luring enemies—making combat more varied.
  • Immersion: Player immunity and enemies attacking mines feel off. Explosions should be risky, and biters should chase players, not traps.
  • Minimal Impact: Landmines stay strong against biters, other explosives are unchanged, and non-combat gameplay is unaffected.
Implementation Suggestion:
  • Make landmine explosions damage all entities, including players.
  • Give nests 30% resistance to landmine explosion damage, leaving other explosives unaffected.
  • Prevent biters/spitters from targeting landmines, ensuring they attack players or structures.
  • Ensure landmines trigger normally in 2.0.
Example Scenario:
  • Current: 4-5 landmines destroy a nest; biters target mines and die, with no player risk.
  • Proposed: Landmines deal ~700 damage to nests, needing 6-7. Biters chase the player, who risks heavy damage if caught in a blast.
Optional Considerations:
  • Lower landmine damage slightly if player risk is too high.
  • Add a warning sound for triggered landmines near players.
Non-Goals:
  • Weakening landmines against biters.
  • Changing other explosives.
  • Adding complex mechanics.
Discussion:
Is landmine spam too strong for nests? Does 30% nest resistance feel right, or should it be tweaked? Should biters ever target landmines? Feedback from speedrunners and players welcome!
Last edited by NOiZE on Wed May 07, 2025 7:01 am, edited 1 time in total.
eugenekay
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Re: Landmines in the offense

Post by eugenekay »

If you’re brave enough to walk right up to the Biters, throw a landmine at their feet, and can still run away without being eaten, then I think you deserve that one.

The linked gameplay video seemed reasonable enough - landmines go Boom, enemies disappear. Much like Shotguns, I think Landmines should be used more in-game; not less!
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Re: Landmines in the offense

Post by NOiZE »

Well that is indeed the experience you would expect. But instead the biters focus their attention on eating the landmines instead of you. And although there are explosions all around you, none of them actually impact you. because you are immune to landmine explosions.

Seriously just drop the landmines in front of you, and you are good. you only have to watch out a bit for the spit.
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Re: Landmines in the offense

Post by robot256 »

Note that the instant-explosion behavior of landmines is new and might require tweaking. See viewtopic.php?t=121065
NOiZE
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Re: Landmines in the offense

Post by NOiZE »

https://mods.factorio.com/mod/LandmineExplosionsDoHurt

So here is my first try to balance it. now the AeO affects the player as well... so be careful
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freeafrica
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Re: Landmines in the offense

Post by freeafrica »

+1 for this topic, landmines are way too overpowered, compared to how easy of a tech it is... also resource cost is super low.

Suggestion from OP makes also sense from biter role-perspective. Why would it attack a landmine? It does not create pollution, nor is it a direct threat, it's a stationary item, player should be prioritized to attack.

If grenades do friendly fire, why not mines? I know their not player-triggered, still, maybe add a delay + sound effect of arming? That way a player can react... i don't know, but they really feel broken for me.
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120IQMove
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Re: Landmines in the offense

Post by 120IQMove »

Landmines shoudn't damage player. It designed to be outside walls and blowing up biters. If they blow up player, then i wouldn't make sense placing them around walls, because it would blow up walls and would be trouble when dealing with business around the walls. Even so, if devs add this feature trolling is very much expected. I would put them in front of some gates so anyone passing through with car is dead.

Biters engaging landmines is makes sense, since they capable attacking rocks and trees. They're dumb. It's not a bug, it's lore accurate biters :geek: :geek: :geek:
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Re: Landmines in the offense

Post by NOiZE »

120IQMove wrote: Sat May 24, 2025 6:25 pm Landmines shoudn't damage player. It designed to be outside walls and blowing up biters. If they blow up player, then i wouldn't make sense placing them around walls, because it would blow up walls and would be trouble when dealing with business around the walls. Even so, if devs add this feature trolling is very much expected. I would put them in front of some gates so anyone passing through with car is dead.

Biters engaging landmines is makes sense, since they capable attacking rocks and trees. They're dumb. It's not a bug, it's lore accurate biters :geek: :geek: :geek:
It was not that clearly written in the main post. But what was meant that players indeed shouldn't trigger landmines. But they should be susceptible to the AoE damage when a nearby biter triggers the mine.
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120IQMove
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Re: Landmines in the offense

Post by 120IQMove »

NOiZE wrote: Sun May 25, 2025 5:48 am
120IQMove wrote: Sat May 24, 2025 6:25 pm Landmines shoudn't damage player. It designed to be outside walls and blowing up biters. If they blow up player, then i wouldn't make sense placing them around walls, because it would blow up walls and would be trouble when dealing with business around the walls. Even so, if devs add this feature trolling is very much expected. I would put them in front of some gates so anyone passing through with car is dead.

Biters engaging landmines is makes sense, since they capable attacking rocks and trees. They're dumb. It's not a bug, it's lore accurate biters :geek: :geek: :geek:
It was not that clearly written in the main post. But what was meant that players indeed shouldn't trigger landmines. But they should be susceptible to the AoE damage when a nearby biter triggers the mine.
Nerfing damage wouldn't be right, in that case landmines will lose the competition to other weapons. I think option when landmines damaging everything sounds justified. Also making recipe more expensive and/or longer craft would also work here.
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Re: Landmines in the offense

Post by Stargateur »

eugenekay wrote: Wed May 07, 2025 3:59 am If you’re brave enough to walk right up to the Biters, throw a landmine at their feet, and can still run away without being eaten, then I think you deserve that one.
but how it is brave when this is very effective :lol:

I feel mines should do less damage to buried entity but they should definitively do aoe damage to all things around, I actually bluffed they do not.
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