#Overclocked HE/TCM Missile Factories power consumption is too high

22 messages · Page 1 of 1 (latest)

analog osprey
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autofiring the missiles on this module uses 2-4 crew just for power and anything other than an adjacent small reactor/regular capacitor will cause the factory to repeatedly lose power, interupting the supply of missiles
please consider dropping the power use from 1.88/sec to 1.5/sec or lower.

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another balancing method would be to increase the power storage from 4 to 6

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i havent tested any other OC factories yet

modest compass
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EMP, Mines and Nukes also likely have too much energy draw

analog osprey
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heat generation is also incredibly high

astral shoal
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Its a downside of the oc that you need better logistics

modest compass
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Better power logistics? What's your basis for this?

astral shoal
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My module with 6 launcher and pd pretask has almost full sustain

astral shoal
modest compass
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Why is it worth opposing this change of making the game easier and more convenient to work with

astral shoal
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Because it would devalue setups with better logistics

analog osprey
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there's good logistics and then there's comp player logistics

astral shoal
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I dont think oc are supposed to be easy to use. You can get reasonable sustain by using a capacitor like youd do on non oc facs or non oc pd

analog osprey
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I agree but it is overtuned right now. im suggesting a slight reduction in power draw or a slight increase in power storage

sweet mountain
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i think power storage should be increased not power draw lessened. makes it more accessible without necessarily "buffing" its

yea, you're buffing how much power it can store and how long it can go, but thats way different than making it take less power imo

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the main tihng is: power draw has a lasting consequence, which can result in any power decrease being possibly turned exponential depending on how far the cap is from the reactor

power storage just means it can go like 5 seconds longer before sputtering, having a heart attack, and dying

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the power storage thing is actually extended to overclocking smaller thrusters like large ones

connected to an ER they consume power relatively quickly for their battery size meaning more than 1 crew will likely not give a fuck on an LR when in reality you need 2-3

swift inlet
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i will bump this to say EMP factories cannot run at full efficiency even with light pretasking (maybe a better builder can figure out how, but I couldn't), they constantly run out of power. the best I was able to get an EMP factory to produce was ~.54 missiles per second, compared to its advertised rate of .67, it's quite sad

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why even show that it can produce that fast when it's not achievable? or increase the power capacity so it can draw more crew and actually not perma run out of power

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I assume nuke and mine factories likely have the same issue; TCM is mostly fine at its current power draw but I wouldn't mind more capacity, same with HE i think

swift inlet
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further testing: the best EMP factory I've made so far only becomes competitive with storage-fed EMP at ~>=3 minutes of firing time (optimizing both for fire rate per credit)