Rampant Arsenal (Fork)


Fork of abandoned mod Rampant Arsenal. Ported to Factorio 2.0 Adds a variety of weapons to wage war. Adds Additional Turrets, Ammo Types, Landmines, Equipment, Capsules, Walls, Vehicles. Origninal mod is Rampant Arsenal https://mods.factorio.com/mod/RampantArsenal?from=search

Content
a month ago
2.0
12.7K
Combat

b A few bugs I noticed, plus some balance suggestions

4 months ago
(updated 4 months ago)

First off, thank you very much for taking over and porting this mod over. It and Rampant are a major part of my enjoyment of the game, and it's lovely to see them in Space Age.

I did notice a few bugs or possible oversights while I was looking through the tech tree.

  1. There are two tier 3 batteries, one from base-game, and one from Arsenal. The arsenal one is much better, has lower tech requirements, and is easier to craft. I would suggest removing it and leaving the vanilla one in-game.

  2. All the infinite damage research that is not directly added by Arsenal is not disabled by toggling the setting 'Enable Infinite Research' in the startup options. Perhaps this is intentional?

  3. The lightning turret is available much earlier in the game, which may not be a bad thing, but I would suggest making lightning turrets a requirement to research tesla weapons. Also the first two stages of electric weapon damage do not improve the lightning turret, only destroyer drones. This may be intentional. A nerf to the lightning turret may be in order, since it heavily outperforms it's big brother, the tesla turret. Namely the tesla needs ammo for perhaps less dps, but also lightning turrets can be researched very early, right after T1 laser. So perhaps halving the fire rate would resolve the issue, and reducing damage to 100? The damage was balanced around having no techs to increase it, but now there are techs, so it will overperform. This still allows it to deliver 500% more damage than the base laser turret. Obviously adjusting the power requirements.

  4. 'Advanced flamethrower turrets 2' only unlock acid throwers, not a huge problem, but it might be worth renaming the tech. The advanced flamethrower turret itself also seems to do acid damage. It also is exceedingly broken, I would strongly suggest removing the minimum range, reducing the maximum range to 32, currently it outranges the railgun...It also only consumes 30/s compared to the normal 13/s of base flamethower, but creates pools of fire with roughly x100 the damage. Maybe also add Vulcanus or Space science? The thing is just insane.

  5. Light artillery is unlocked very early, which is great, but you can't actually make ammo for it until far later. This cannot be easily fixed, since the artillery shell uses Vulcanus unique resources. Perhaps rebalance the cannon turret, giving it longer range to provide an 'artillery light' experience right now it really isn't a very unique weapon. Or perhaps create unique ammo for light, I dunno? Honestly I think unique ammo is a better choice. Perhaps halve the damage and let it shoot at the same speed? That combined with the range nerf and the inability to upgrade it until you unlock real artillery should keep it well balanced.

  6. The advanced laser turret, again has a range which is higher than the railgun, it also it available very early again. Perhaps lock it behind Fulgora science? It's a pretty powerful turret, and I think it might benefit from needing some much higher production costs as well, Fulgora resources should be involved.

Again, thank you for maintaining this, it is very kind of you. I tried to provide solutions to the issues I identified, hopefully making this more helpful than just pointing out problems.

4 months ago
(updated 4 months ago)

Unfortunately, I cannot agree with most of the suggestions:
1. Batteries. Rampant battery requires green module 3. This is "Gleba". Do you want it available on aquillo+?
2. Infinite damage research. I agree with the argumentation. I think I'll just remove this setting.
3. The lightning turret. They are indeed extremely strong. However, Rampant Biters are able to counter them - some factions are healed from electric damage, which makes it impossible to spam these turrets.
Also, Tesla and lightning turrets can't be compared, they perform fundamentally different roles. Tesla - damage from a long distance and slowing, lightning turret - destruction of crowds at close range
4. 'Advanced flamethrower turrets 2' - I agree, it should be renamed. "Acid thrower" - very strong. But again, acid immunity is quite common, and acid biters even heal from this damage
5. Light artillery. This artillery fires shells for capsule weapons. These ammo are available on green science. I don't see any difficulties. Just get some oil for explosives
6. Regarding "making turrets available later". Depending on the world settings and player style, evolution on Nauvis is between 50-85% at the time of the flight into space. At 65+, the rampant biters become deadly. The Rampant Arsenal is installed to counter them. If the turrets are available after exploring the planets, it makes no sense to install the Rampant Arsenal. So all types of turrets should be available so that the player can calmly explore other planets. During this time, evolution will grow and at 85% evolution, the biters have a chance to break through the defense. And if the defense is poorly made, then even earlier

4 months ago
(updated 4 months ago)
  1. I guess it's more a question of duplication, there is a personal battery mk 3. The vanilla one requires electromagnetic to produce, if we want an even more powerful battery, we should call it mk 4 and put it after the mk 3, with higher requirements. It just seems odd to have something way better than vanilla which is also cheaper and easier to get. It means the vanilla mk3 has no reason to exist.

  2. Well, that does fix it, though I admit not in the direction I had hoped for. I suppose just not using the infinite damage research is always possible in singleplayer. It does prevent a more 'sane' multiplayer experience being an option.

  3. As far as I can find, none of the tooltips on any of the factions in the mod options SAY that they are healed by electric, only that they resist it or extremely resist it. I assume it is electric biters that are healed by it? I had not realized that lightning turrets had not inherited the stun effect, that does allow tesla turrets a stronger niche. I suppose I see something so small and not requiring an ammo feed as something that should not be quite as powerful. After all, one could have a weaker turret and merely place two of them for the same effect. Right now their density of placement is one of the strongest parts of the turret. If you halve the rate of fire, it would not make them a less useful tool, just less able to concentrate damage.

  4. I think you may have misunderstood the second half of what I was saying. When I said 'The advanced flamethrower turret itself also seems to do acid damage.' I don't mean the acid thrower turret, which I agree with you is in a solid situation. I mean the actual advanced flamethrower turret does acid as well as fire damage (3/sec). It also leaves flame pools that do 1.2k/sec, as opposed to normal flamethrower turrets, which do 13/sec. The normal one uses 3 fuel/sec, the advanced 30/sec. That means that for x10 the fuel, you do x100 the damage. Perhaps a typo? 120/sec would make more sense with the fuel scaling.

  5. I just tested it via editor, it does in fact use launcher ammo, so it sounds like it's in a great place as you said. However the tooltip for the empty slot says artillery ammo just like normal artillery does. So actually a small text bug, not a major problem. Sorry for the misunderstanding, I just trusted the tooltip without testing it originally.

4 months ago
(updated 4 months ago)

As to 6, I do agree there is good reason to not lock all of arsenal behind other planets. But I also don't entirely agree that arsenal should never be locked behind other planets. With things like the t3 flamethrower turret or the t3 laser turret, I think making them require off-planet research is a good thing. It gives meaning to going to other planets, making getting that research seem extremely important. Rampant bugs can be stopped, at a cost, without needing the super advanced T3 turrets. T2 tech can certainly do the job. The t3 laser turret already requires Vulcanus tech for the module, so that is off-planet already.

Right now off-planet tech in the game gives you maybe one other useful turret, the tesla turret. The railgun destroys walls, which would not be my choice for use against rampant. The vanilla rocket turret is basically a joke compared to the rapid rocket turret, to the point where I would honestly suggest you just overwrite it with the rapid rocket turret (they both need Gleba anyway). And you get artillery, which is great, but also very dangerous to use in rampant. Sticking the t3 flamethrower behind fulgara tech would make sense with the endless oil there. Some of the special walls might also make sense to put behind other planets techs, as well.

The nuclear tank and car, for example, also seem like good things to push onto other tech trees, just for interest and having a reason to go abroad.

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