Spidertron Engineer


Build your factory as a Spidertron from the start! Instead of unlocking better weapons and armor, unlock upgrades to yourself.

Content
2 years ago
1.0 - 1.1
3.71K
Transportation Combat

i Better end-game upgrades?

5 years ago
(updated 5 years ago)

Hello,

In vanilla, the modules inside your power armor count towards the Spidertron if you're in it:
Power Armor MK2 = 10x10 = 100 cells
Spidertron = 10x6 = 60 cells

That's 160 cells worth of equipment.

In your mod with the Spidertron MK6, you have a 12x12 = 144 cells worth of equipment

Perhaps finetuning it to allow for identical scaling in the endgame as with Vanilla could be considered.


Looking into your files, the top resistances (spiderneer4 and spiderneer5 deep table copy) are equal to that of the Power Armor MK2 in Vanilla: https://wiki.factorio.com/Power_armor_MK2

Acid: 0/70%
Explosion: 60/50%
Fire: 0/70%
Physical: 10/40%

The Spidertron in Vanilla has: https://wiki.factorio.com/Spidertron

Acid: 0/70%
Electric: 0/70%
Explosion: 20/75%
Fire: 15/60%
Impact: 50/80%
Laser: 0/70%
Physical: 15/60%

Now, I don't know why a Spidertron has those certain resistances (Laser, Electric) - It solely serves a PVP purpose as there aren't any vanilla enemies with those types of damage. However, you can see that the resistances to Physical are greatly improved while Explosion and Fire are different (i.e. varying flat/percentage resistances)

Perhaps allow the MK5 and MK6 Spiderneer (and/or 7th in case you decide to add a technology to line up with the equipment grid equal or better than 160 cells) to carry the best of both worlds (i.e. flat explosion value from the PA MK2 but percentage explosion value from the Vanilla Spidertron).

Thanks for the concept of starting with a Spidertron as your engineer and researching upgrades for it, it's very amusing!

5 years ago

Thanks for the suggestions, I’ll certainly look at buffing the MK6 resistances.
I’m not sure about increasing equipment grid size... not much point doing 13x12 or 13x13 so it would have to go to 14x12 (168), but I feel that perhaps that’s too much? Arguably the 12x12 is already more useful than the 2 separated grids: e.g. you can fill it all with exos (vs only 3with power/5without on vanilla) and the same fusion reactor and batteries can power everything. I’m not sure about changing it further.

5 years ago

That's some quick response!

Fair points on the grid size. There's something to be said for shields becoming more effective if you decide to tune up the resistances for the MK6 meaning you need slightly less shields to achieve the same results on "PA MK2 + Spidertron" in terms of toughness/recovery, increasing the value of the grid slightly.

The increase on weaponry compared to the vanilla Spidertron also means it carries more value that way. There aren't many suggestions I can make regarding improvements on the mod as it seems to do its job very well. Perhaps further player reach as you increase in size "My legs are longer why can't I build things further away?" but at this point it'd just become nitpicking. It feels polished.

5 years ago

Yep, overall I’m pretty happy with the balance. The main issue is when people start using it with Krastorio, Angel+Bobs, Space Exploration etc. It really needs completely rebalancing for each overhaul mod which is hard when I’ve never played them! Nor is it particularly fun. I’m working on somewhat improving the easiness with which I can change the stats which will make supporting other mods easier.

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