Rampant Arsenal

by Veden

Adds a variety of weapons to wage war. Adds Additional Turrets, Ammo Types, Landmines, Equipment, Capsules, Walls, Vehicles, Infinite Technologies

Content
1 year, 10 months ago
0.16 - 1.1
136K
Combat

b Artillery Overkill

1 year, 7 months ago

I am very pleased with all of the new weapon options in this mod - except for artillery. There are a lot of great looking options with pretty explosions, but they suffer from the "overkill bug", making them an ineffective/wasteful way to kill bugs.

Factorio figures out if an enemy should be "considered dead" as weapons are in flight. If enough damage to kill an enemy is already on its way, the enemy won't be shot at anymore. You can see this with rockets as well as artillery. But, it seems this calculation doesn't include any DOT (damage over time). Since incendiary, bio, and nuclear artillery damage is almost all DOT, this causes problems.

Video (Bio zoomed in): https://imgur.com/a/zjZ3o8j
Video (all shell types, map view) https://imgur.com/a/uMdwCTj
Save File: https://drive.google.com/file/d/1nB-4Inf6GiC1ZMyeb4SUFky5WVGlUgxE/view?usp=sharing
(just load and add an inserter from the ammo type you want to see)

The high explosive shells have an instantaneous effect, so those work correctly. The other shells only do a small amount of immediate damage, almost all their damage is in DOT. So the turret keeps firing at the same target even though it should only need to fire 1-2 shells. It's especially annoying how the more artillery upgrades you have (firing speed + range), the more wasteful artillery becomes, since the turret can put a lot of shells in the air before the first shell hits and kills the target.

If you can figure out a nice fix for artillery targeting, that'd be great. But otherwise, moving a large part of the damage from DOT to immediate would reduce the overkill (if I'm right about how the game is calculating it). E.g. if a shell does 5k DOT in some radius, instead turn it into 2.5k DOT and 2.5k immediate damage in the same radius. The turret would still fire too many shells, but it would only be twice as many instead of 10x as many.

Other note: I think the overkill issue is probably what this user was noticing (just didn't explain it very well) https://mods.factorio.com/mod/RampantArsenal/discussion/6266b499e02bf1b7ea277c95

1 year, 4 months ago

I can add this to the todo list.

1 year, 3 months ago

I've been browsing artillery mods, one of them gives artillery nukes 3k instant damage just for better auto targeting: https://mods.factorio.com/mod/AtomicArtilleryRedux/discussion/639af7821c349b45f3204fc1

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