Dyson Sphere Program

Dyson Sphere Program

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do missiles need a nerf?
I feel they do. or the fog need some sort of countermeasure. feels gamey to wipe out bases using missile towers and signal towers. Maybe change it so missile turrets can't make use of signal towers and instead make it so drone/bases react to signal towers instead.

Keep missile turrets for space defense and localised defense. i dont know, something just feels off atm and the fog is a joke once you have missiles. Also makes all other weapon systems pretty redundant

or another suggestion is to have two types of missile turrets. a very late tech "long range missile turret" that can do what current missiles do but at a higher component/resource cost.
Last edited by Sir Snuffles; Jan 4, 2024 @ 6:29am
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Showing 31-41 of 41 comments
Mr. Fibble Jan 5, 2024 @ 9:54am 
It'll be fairly tricky to balance if the devs don't want to push too hard into RTS territory since too much of that kind of strategy could potentially push the reluctant fighters to disable the fog.

Balancing should primarily be based off the default settings and not to satisfy the max setting brigade who do seem to be on the rise. It's a single player game, noone really gives a hoot about how awesomely large your epeen looks when viewed under a microscope.
ulzgoroth Jan 5, 2024 @ 10:03am 
Using a network of missile direction signal towers to keep the Fog off the surface your planet seems less an abusive tactic and more a bad decision.

Since you could just drop shield generators to keep the fog off your planet, and optionally leave a spot open for farming that you pre-seed with laser towers.
b... Jan 5, 2024 @ 10:31am 
Originally posted by Mr. Fibble:
Balancing should primarily be based off the default settings and not to satisfy the max setting brigade who do seem to be on the rise.
On normal towers are supposed to be strong, TD is just a side to the automation
The game is ultimately factory builder not tower defence, and like Factorio enemies are supposed to serve as a threat in early game and a "puzzle" to solve later - how efficiently expand. There it's flamethrowers that trivialise combat <deathworld, here it's rockets on any seed above scarce.
Dragonmaster Jan 5, 2024 @ 12:04pm 
Originally posted by b...:
Originally posted by Mr. Fibble:
Balancing should primarily be based off the default settings and not to satisfy the max setting brigade who do seem to be on the rise.
On normal towers are supposed to be strong, TD is just a side to the automation
The game is ultimately factory builder not tower defence, and like Factorio enemies are supposed to serve as a threat in early game and a "puzzle" to solve later - how efficiently expand. There it's flamethrowers that trivialise combat <deathworld, here it's rockets on any seed above scarce.
It’s not so much the missiles as it is the signal towers. Honestly missiles are fine if they were not affected by signal towers. Aoe attack on a slightly longer range, is balanced. It’s the signal towers that breaks them
AbhChallenger Jan 5, 2024 @ 2:46pm 
Originally posted by Dragonmaster:
Originally posted by b...:
On normal towers are supposed to be strong, TD is just a side to the automation
The game is ultimately factory builder not tower defence, and like Factorio enemies are supposed to serve as a threat in early game and a "puzzle" to solve later - how efficiently expand. There it's flamethrowers that trivialise combat <deathworld, here it's rockets on any seed above scarce.
It’s not so much the missiles as it is the signal towers. Honestly missiles are fine if they were not affected by signal towers. Aoe attack on a slightly longer range, is balanced. It’s the signal towers that breaks them

The signal towers are the equivalent to artillery from Factorio. They are supposed to be a means to attack from very long range.

The issue for now is they can guide an unlimited amount of missiles. Meaning it is basically pointless to go past the first few tiers of missiles unless you just lack space.

For now tho it should not be nerfed. Because if it was everyone would just place shields everywhere and dark fog might as well not exist. after the initial clearing.

Hopefully, later this year a means to automate attacking the space hive will arrive. After that yes I think signal towers should be nerfed so that only higher tier missiles can be guided in such large numbers. And shields should allow bases to land again. Yet for now both would just lead people to turn off dark fog or not even play the game at all. We need the space gameplay first.
DevilsKnock𝄡 Jan 5, 2024 @ 7:12pm 
I think you could just nerf the fire-rate of missiles from signal towers by quite a bit. That let's you keep the same idea of them acting as very long range artillery but you nerf their fire rate by half or more so they are far less effective. Only nerf their ground fire rate though and not space fire rate. They kind of suck for space anyways since those tend to have a lot more health.
Dragonmaster Jan 5, 2024 @ 9:30pm 
I’d rather they fix it by drastically increasing the ground range and remove them from signal tower benefit. Double or Triple the ground range would make them artillery then but not planet wide op fog swatters with the signal tower. I rather the signal tower get more range and act as it’s stated, a fog lures.
Last edited by Dragonmaster; Jan 5, 2024 @ 9:33pm
josmith7 Jan 9, 2024 @ 9:14am 
Originally posted by Marakith:
implosion cannon... ummmmm, well it looks nice.
Has anyone found much practical use for this? Sure it has abilities but all the other turrets abilities outshine it by far so for me it's become a pointless gun.
Seems like implosion cannon comes into its own on very high dark fog settings. The area of effect + knock-back is really helpful for holding off swarms hundreds of units strong -- especially for the initial base you stick on a hostile planet (which might get swarmed with large attacks from 20+ bases within minutes of turning on its power)
zhadoom Jan 17, 2024 @ 9:24am 
Originally posted by Rotanen:
So I have some ideas that might work:

- Dark Fog ground drones try to shoot down construction bots if they can. Icarus rebuilds destroyed construction bots automatically and at no cost but it takes a few seconds
- Signal Towers have a charge-up time of a few seconds before missiles can access the locations of enemies
You can build buildings by holding down left mouse button… no drones needed.

A power up time for signal towers sounds reasonable and effective.
zhadoom Jan 18, 2024 @ 8:00am 
No.

The L2 missile ammo is too weak to be effective to clear planets with 15+ DF bases. I will try again with the L3 gravity missiles… but the L2 supersonic missiles definitely takes ages to clear each base… even with all green science done.

PS: im playing at Max DF settings
b... Jan 18, 2024 @ 8:35am 
Originally posted by zhadoom:
The L2 missile ammo is too weak to be effective to clear planets with 15+ DF bases.
You built too few turrets. More turrets can overwhelm base production easier.
That said I just setup 10-ish plasma turrets and go kill relays on such planets. base can defend itself only for ~90s after relay is down before running out of energy and upgraded(up to green) Icarus can sit just outside base turret range indefinitely waiting for it to run out
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Date Posted: Jan 4, 2024 @ 6:24am
Posts: 41