DB's Combat Rework


(BETA) Reworks combat to include more meaningful choices and options.

Tweaks
6 years ago
0.16
5
Owner:
Deadly-Bagel
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
6 years ago
Latest Version:
0.2.2 (6 years ago)
Factorio version:
0.16
Downloaded by:
5 users

Rebalances combat to give each weapon a unique feel and role.

DESCRIPTION
Bullets: Your standard weapon, good against Biters and Worms, especially around equipment. Almost useless against spawners. Removed Gun Turret Damage but regular Bullet Damage is more effective to compensate.

Grenades: Your early spawner-killers. Now deals fire damage (makes more sense using Coal) and spawns fires so are more effective against Spawners (though they take longer to die) but less effective against anything bigger than a Small Biter, and poor against Worms.

Cluster Grenades: Short-range explosive damage, massive AoE, useful for quickly taking out large nests.

Shotgun: Higher damage, slightly less range, more effective against Big Biters but slower to kill Spawners, added Uranium Shotgun Shells.

Flamethrower: Much shorter range but better AoE and more Fires. Feels much more satisfying to use but not as effective against Worms and Spitters.

Rockets: Long range, explosive rockets have good AoE, now instakills Spawners and Worms. Rockets move faster, impose a heavier movement penalty and take much longer to reload so be ready. Disabled Damage research, locking damage at 400.

Tank: Armour is now impervious to Fire damage and highly resistant to Impact damage
- Cannon Shells: Much longer range and better pierce for all shell types, better AoE for Explosive shells.
- Flamethrower: Much better AoE, now spawns flames but doesn't kill trees and consumes more ammo.

Personal Laser Defence: Less damage, much lower power usage, now scales with Laser Turret research.

Destroyers: Halved damage, added Electric resistance to Behemoth Biter.

Recipes: Many recipes updated to better reflect their effectiveness.

Damage Research: All damage research has been standardised to provide a 200% damage boost and then infinite damage provides 50% per level from there. At the level before infinite, most projectiles see little change other than Laser Towers which have had base damage boosted slightly to compensate.

Spawners: Now only susceptible to Fire and Explosion damage, no more relying on bullets and lasers. Spawns more
Biters and Spitters, but much less often - clearing mobs before attacking the Spawners is now a viable strategy.

Biters: Behemoths now start spawning earlier so will be encountered more frequently, but move much more
slowly. Behemoth Biters also attack more slowly to give your Walls a chance.

Worms: Medium and Big Worms are now resistant to Fire and Impact damage.

CHANGELOG:
0.2.2
- Reverted atomic bomb cost, not sure why I reduced it in the first place
- Properly removed Rocket and Gun Turret Damage researches
- Moved execution to Updates stage, might be more compatible with other mods
- Artillery Turret somewhat underwhelming for its expense, especially as the shells cost 3x as much Explosives:
- - Increased default range from 224 to 320, reduced research effect to 20% (+67.2 > +64)
- - Changed Range research to linear scale, starts cheaper (L * 1000)
- - Increased AoE
- - Increased damage to properly kill Big Worms, were previously surviving with 10hp

0.2.1 - Fixed grenades, had accidentally reverted them to the old style while fixing Cluster Grenades