modded-factorio / bobsmods

Factorio mods by Bobingabout
https://mods.factorio.com/user/Bobingabout
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Plasma turret adjustment (and other Warfare 2.0 stuff?) #212

Open Qatavin opened 2 weeks ago

Qatavin commented 2 weeks ago

I'm sure this has been discussed somewhere before. It's no secret that Plasma Turrets are crazy overpowered, but there is a way to balance them better without even needing to decrease their damage. Right now their constant energy Drain is practically nothing, but if it were increased to 8MW for tier 1, increasing by 6MW each tier up to a total of 32MW, that would make their use less of an automatic thing in a unique and interesting way. 8MW is steep in the early mid-game, but not impossible to pay. At that level, you'll want to put some thought into limiting their usage to only the places where you really need them. But once you get into nuclear power, you'll have the capacity to use as many as you want, which is really satisfying. And when you consider how much damage their AOE projectiles can inflict, the price is still very much worth it, especially when dealing with the frequent attacks of Rampant.

Sniper turrets have an unrelated issue. Their extremely high damage multiplier (15 to 1 comparing Sniper 1 to Gun Turret 1, up to 25 to 2 for Sniper 3 and Gun Turret 5) makes them excessively cheap in terms of the amount of ammo they consume. Giving the three tiers of Sniper Turret an ammo_consumption_modifier of 15, 14, an 13 would solve this issue. This makes them "fair" in terms of resource cost, though they would suffer from each shot doing way more damage than it takes to kill weak early-game enemies. This would again make the player want to put some consideration into their use, instead of making them an automatic pick over Gun Turrets because of their superior range.

Icecoldmeat commented 2 weeks ago

That sounds great, i was also thinking about ways to balance the plasma and sniper turrets a bit. I think your proposition would be a elegant solution.

Also saw your MR for warfare 2.0, looks good, hope its get merged soon. I also made an effort to update it to 2.0, after i placed the MR i saw your request and your solutions are better lol.

Do you have any plans to checkout/update bobenemies? Otherwise I'll probably try to take a shot at it.

Qatavin commented 2 weeks ago

I'm targeting Ores next, then I'll probably have to spend some time wrapping up my updates to Plates. I suggest making an Issues thread when you get started on a mod to prevent redundant effort.

Qatavin commented 1 week ago

Tankotrons have a major issue in 2.0, with how their cannons shoot their own legs. They've always done this, but in the past it was merely annoying, occasionally blocking a shot from hitting its intended target. In 2.0, shooting a walking vehicle's legs will also damage the vehicle, so it may only take a single shot to reduce a tankotron to scrap. Which is obviously less than ideal.

I've taken a look at the attack_parameters of the tankotron's cannons, but parameters like projectile_creation_distance seem to behave in a way that makes no sense to me. projectile_creation_parameters might do it, but the api documentation doesn't do a very good job of explaining how it works. I may try to figure it out later today.

Edit: Problem solved

Qatavin commented 4 days ago

Power armor 5 at legendary quality has a grid size of 21x21, which is pretty preposterous. For the sake of balance with vehicle grids, armor grid sizes in general should probably be nerfed, and nerfed a bit more when the Quality mod is being used.