Yeah I know, yet another person complaining about "this specific detail is OP!"
I'm playing vanilla pure deathworld settings (no quality/no arsenal), and I'm trying to eradicate the map instead of just launching a rocket, so everything below is my fault to begin with.
In the base game (2.0), the space age infinite tech of "artillery shell damage" does not exist. This means a single artillery shell does 70 damage to a 5-digit health juggernaut nest, without the option to increase damage via research.
As a refresher, artillery shells deal a unique combination of 1000 physical + 1000 explosion damage. Juggernaut bases are immune to physicial, and take only 7% of explosion damage, leading to the 70 damage per shell figure.
Compared to other explosion-resistant factions, the regen take 420 damage (350 from physical, plus the 70 explosion damage), the armored take 140 damage (very low still, but bases have less HP and it's still double damage compared to jugs), but the armored take extra laser damage, and both regen and armored are not posion-immune, so there are options. Not so for the juggernauts, they are poison immune, uranium-ammo-immune, and with the all-devouring poison/rage clouds they omit, laser turret creep dies instantly and even personal laser defense power armor from spidertron needs to retreat before making a dent. Artillery is the only option to push nests/worms, and even on the default level5 biter scaling settings, it takes 300-400 artillery shells for a single hive (this is mostly a resource problem, napkin math suggests high 100s of millions of iron are needed to produce enough arty shells to clear a square containing that 100s of millions of iron worth of ore patches)
Brainstorming possible changes to make it at least somewhat plausible to remove juggernaut bases/worms (applicable only to the juggernaut bases/worms, not the biters themselves):
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Change 99.99% physical resistance to 250-500 flat physical resistance without additional %-resistance (this still means immunity to even well-upgraded uranium ammo from gun turrets, but allows a portion of the 1000 physical damage of the arty shell to apply). (Same can be done for explosives, though rockets are more easily upgradable to deal more explosion damage than an artillery shell)
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Add artillery shells to the "stronger explosives" and/or "physical projectile damage" research (this makes other nests way easier though, so prob not great)
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IDK if possible to code for juggernaut bases/worms exclusive, "divide" applied explosion damage (70) by applied physical damage (0.1) to make the bases take 700 damage per shell, resulting in needing 15ish shells per nest and 30ish shells per hive (at lvl5 scaling)
Anyway, feel free to ignore and/or laugh evilly at me, but thanks for considering :)