Time will tell whether or how abuseable it is, but preliminary testing says it's 1) hella fun and 2) didn't seem so overpowered that it ensured success by any measure, considering what you have to give up to attach that many weapons.
o_O
There's a good reason it doesn't seem overpowered: these changes actually work against you!
Firepower increase since alpha 4:
- 2 slots: 325/300 => +8%.
- 3 slots: 425/325 => +31%.
Hence, in Factory, those hunters and programmers get a +8% damage bonus against you. In Research, thoses bonuses become +31% for terminators and behemoths. Of course, your own firepower also increases, but there's just one of you and many of them. Finding good cover is now even more important, but having good mobility is harder with the heavier storage units. Combine that with the alert(purge) nerf, and combat just got more challenging.
Don't get me wrong: I love that the game is becoming harder.
So, let's talk about volleys. The balance of the game currently sorts these combat variables in the following order of importance:
1) Mobility.
2) Churn rate balance.
3) Inventory size.
4) Integrity + coverage.
5) Exit-finding capabilities.
6) Firepower.
What happens if you confuse ranks 6) and 1) and equip 6 weapons? You get a glass cannon that runs afoul of the food clock and lacks the mobility to deal with the consequences.
Behold.
[Alert] Weapon churn rate HIGH.
[Alert] Alert level HIGH -- HURRY UP.
*Cogmind exploring*
Grunt detected.
*Engaging target*
sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH! Target down!!Grunt detected.
Grunt detected.
Grunt detected.
[DANGER] Engagement OUT IN THE OPEN.
*Engaging hostile 1*
sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH! Target down!!Pink!
Ponk!
ARC deploys payload.
ARC deplays payload.
[CRITICAL] Unsustainable conditions. RETREAT RETREAT RETREAT.
[CRITICAL] Current speed 180 -- TOO SLOW.
[CRITICAL] OVERRIDE -- HEAD FOR NEARBY DOOR AT ALL COSTS.
*Moving*
Pink! Pink! Pong!
Weapon 4 down.
*Moving*
Pang!
*Moving*
Trrrrfgh! Trrrrgh!
Propulsion 1 down.
[CRITICAL] Sustaining HEAVY DAMAGE.
*Moving*
Puck! PLONK! Tff! Tff!
Weapon 3 down.
Weapon 5 down.
*Moving past door*
*Equip*
*Equip*
*Equip*
Pang! Pffft!
*Equip*
Pink! Pink! Pong!
[CRITICAL] KILL FAST
*Engaging hostile 2*
sssssswwwwwwwwwooooooooooorrrrrrccccCCCCCHHHHHHHHHHHHH! Target down!!Puck! Puck!
Weapon 6 down.
Secret door opened.[PANIC] Engagement OUT IN THE OPEN.
*Equip*
Pink! Pink! Pong! Puck! PLONK! Tff! Tff!
Weapon 3 down.
Weapon 2 down.
[PANIC] ...
*Cogmind emits distress signal*
In contrast, in the above scenario, a mobile war bot would use its speed to retreat and fight in a good spot. You can "live off the land" for a long time by vacuuming the items that roll under your feet in a tight corridor. Picking up / equipping items aggressively as they appear (even if it's junk) goes a long way to keep supplies high. That works best if your churn rates are balanced in each category. On average you'll get the items that you need. Being mobile, you can also afford to move under fire to pick up critical items before they disappear.
Example of a mobile war bot.
Stats (buggy score).
Cogmind - Alpha 5b
Name: Decker
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (297) 1485
Value Destroyed (13486) 13486
Prototype IDs (25) 500
Alien Tech Identified (0) 0
Bonus (12787496) 12787496
TOTAL SCORE: 12807467
Cogmind
---------
Core Integrity 779/1600
Matter 290/300
Energy 45/140
System Corruption 27%
Temperature Cool (12)
Location Surface
Parts
-------
Power (1)
Light Quantum Reactor
Propulsion (14)
Medium Treads
Centrium Leg
Biometal Leg
Biometal Leg
Myomer Leg
Myomer Leg
Improved Anti-Grav System
Medium Treads
Experimental Anti-Grav System
Medium Treads
Improved Anti-Grav System
Improved Anti-Grav System
Improved Anti-Grav System
Improved Anti-Grav System
Utility (7)
Large Storage Unit
Medium Storage Unit
Advanced Heat Sink
Large Storage Unit
Medium Storage Unit
Advanced Heat Sink
Advanced Heat Sink
Weapon (3)
Gamma Rifle
Fusion Bomb Launcher
Enhanced Nova Cannon
Inventory
-----------
Micro Fission Core
Light Particle Reactor
Improved Anti-Grav System
Phase Gun
Phase Gun
Quantum Rifle
Gamma Rifle
Railgun
Railgun
Railgun
Linear Accelerator
Advanced Heat Sink
Advanced Heat Sink
High-capacity Storage Unit
Matter Compressor
Advanced Terrain Scanner
Experimental Terrain Scan Processor
Improved Medium Armor Plating
Gamma Rifle
High-powered Shock Rifle
Gamma Rifle
Peak State
------------
Power
Improved Quantum Reactor
Propulsion
High-density Centrium Heavy Treads
Experimental Anti-Grav System
Anti-Grav System
High-density Centrium Heavy Treads
Anti-Grav System
Improved Anti-Grav System
High-density Centrium Heavy Treads
Centrium Heavy Treads
High-density Centrium Heavy Treads
Utility
Experimental Terrain Scan Processor
Large Storage Unit
Large Storage Unit
Large Storage Unit
Medium Storage Unit
Centrium Medium Armor Plating
Advanced Heat Sink
Weapon
Hypervelocity Railgun
Enhanced Quantum Rifle
Enhanced Quantum Rifle
[Rating: 186]
Favorites
-----------
Power Light Angular Momentum Engine
Engine Light Angular Momentum Engine
Power Core Micro Fission Core
Reactor Light Anti-Matter Reactor
Propulsion Flexi-carbon Leg
Treads High-density Centrium Heavy Treads
Leg Flexi-carbon Leg
Hover Unit Improved Anti-Grav System
Flight Unit Field Propulsion Drive
Utility Large Storage Unit
Device Advanced Heat Sink
Storage Large Storage Unit
Processor Experimental Terrain Scan Processor
Hackware Decryption Engine
Protection Improved Medium Armor Plating
Weapon KE Penetrator
Energy Gun Gamma Rifle
Energy Cannon Beam Cannon
Ballistic Gun KE Penetrator
Ballistic Cannon Anti-matter Cannon
Launcher Long-range Missile Launcher
Special Weapon Remote Datajack
Stats
-------
Bonus Breakdown 12787496
Entered Garrisons 200
Win 3000
Fast Win 12784296
Classes Destroyed 19
Worker 23
Builder 34
Tunneler 4
Hauler 8
Recycler 25
Carrier 1
Mechanic 1
Operator 6
Watcher 4
Swarmer 32
Grunt 76
Brawler 3
Duelist 4
Protector 2
Sentry 17
Specialist 1
Hunter 23
Programmer 31
Behemoth 2
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 9
Matter Collected 8943
Salvage Created 18286
Parts Attached 514
Power 31
Propulsion 151
Utility 177
Weapon 155
Parts Lost 128
Power 15
Propulsion 52
Utility 15
Weapon 46
Average Slot Usage (%) 94
Naked Turns 2
Spaces Moved 5617
Fastest Speed (%) 434
Average Speed (%) 90
Slowest Speed (%) 12
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 3
Cave-ins Triggered 0
Teleports 0
Heaviest Build 106
Greatest Overweight (x) 28
Average Overweight (x) 0
Largest Inventory 26
Most Items Carried 26
Average Items Carried 19
Core Damage Taken 2021
Average Core Remaining (%) 79
Depth 10 Exit 100
Depth 9 Exit 75
Depth 8 Exit 93
Depth 7 Exit 91
Depth 6 Exit 18
Depth 5 Exit 81
Depth 4 Exit 94
Depth 3 Exit 100
Depth 2 Exit 95
Depth 1 Exit 48
Volleys Fired 736
Largest 3
Hottest 302
Shots Fired 1946
Gun 1463
Cannon 433
Launcher 34
Special 16
Kinetic 696
Thermal 697
Explosive 34
Electromagnetic 503
Shots Hit Robots 1201
Core Hits 581
Overload Shots 14
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 2
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 33922
Projectiles 28937
Explosions 4924
Melee 0
Ramming 61
Kinetic 9405
Thermal 12349
Explosive 4165
Electromagnetic 7942
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 451
Shots 10
Rammed 3
Highest Temperature 416
Average Temperature 65
Shutdowns 0
Energy Bleed 1
Interference 8
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 27
Average Corruption 7
Message Errors 27
Parts Rejected 8
Data loss (map) 31
Data loss (database) 25
Misfires 6
Misdirections 12
Targeting Errors 116
Weapon Failures 17
Depth 7 End 4
Depth 6 End 3
Depth 5 End 4
Depth 4 End 2
Depth 2 End 3
Depth 1 End 27
Haulers Intercepted 8
Robots Corrupted 31
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 25
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 30
Terminals 29
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Machines Hacked 30
Terminals 29
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Total Hacks 102
Successful 30
Failed 72
Catastrophic 26
Database Lockouts 0
Manual 77
Unauthorized 28
Terminals 101
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Terminal Hacks 18
Record 1
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 1
Open Door 1
Level Access Points 5
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 9
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 51
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 2
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 1
Robots Hacked 0
Non-combat 0
Combat 1
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 1
Manual 0
Secondary 0
Robot Hack Failures 5
Allies Hacked 0
Hacks Repelled 0
Total Allies 2
Largest Group 1
Highest-Rated Group 20
Highest-Rated Ally 20
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 9
Total Damage 135
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 1386
Average Influence 466
Final Influence 884
Maximum Alert Level 4
Low Security (%) 37
Level 1 14
Level 2 16
Level 3 23
Level 4 8
Level 5 0
Squads Dispatched 38
Investigation 3
Extermination 11
Reinforcement 10
Assault 8
Garrison 6
Exploration Rate (%) 14
Regions Visited 14
Garrisons Visited 1
Relays Disabled 4
Generators Disabled 0
Turns Passed 10517
Depth 11 53
Depth 10 231
Depth 9 697
Depth 8 784
Depth 7 1090
Depth 6 3536
Depth 5 733
Depth 4 611
Depth 3 317
Depth 2 584
Depth 1 1881
Scrapyard 53
Materials 1568
Factory 4746
Research 901
Access 1881
Mines 144
Garrison 1224
Prototype IDs
---------------
Cold Fusion Reactor
Compact Particle Reactor
Improved Quantum Reactor
Centrium Heavy Treads
High-density Centrium Heavy Treads
High-density Centrium Leg
Experimental Airjet
Experimental Anti-Grav System
Improved VTOL Module
Advanced Beam Rifle
Compact Ion Cannon
Proton Burst Cannon
Enhanced Coil Gun
Anti-matter Cannon
Rocket Array
Scatter Rocket Array
Advanced EMP Blaster
Guided EMP Blaster
Experimental Terrain Scan Processor
Quarantine Testbed
Centrium Medium Armor Plating
Experimental Melee Analysis Suite
Improved Footprint Analyzer
Decryption Engine
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1450397671
^Manual?: 0
Play Time: 268 min
Sessions: 3
Mod: N/A
Game No.: 21
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50
X=9384124745320246648846816121
921259612514888855888682158186
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Notice that I'm only using one power source. That's enough to fully sustain two heat sinks, two energy weapons and one kinetic weapon. It's also enough (barely) to power 3-4 hover units as well as terrain scanner/processor outside combat. Adding another power source is not possible without compromising storage, firepower or mobility. The heat sinks are swapped with the terrain scanner/processor every fight.
Sensors: not useful enough to justify the power/slot/inventory/matter/time costs.
Combat utilities: none. I don't have power to spare. I'm not missing much. Combat utilities are low integrity, low coverage, power-draining, hard-to-replace parts. It's a bad combination right there. Besides, only a few top-tier utitilies are useful. Would you really spend a slot for a +4% targetting bonus?
Armor isn't much better. It's heavy, hot, rare, and churns like crazy. Most of the pieces you find are made of recycled paper. 3x slots for 300 total integrity? Riiiiight. The one redeeming feature is that armor protects your core with high coverage. Then again, if you don't find armor, you have to fill the utility slot with junk and *that* compromises your core integrity. In the long run, I feel that armor makes you more vulnerable. In my next game, I'll ditch armor on Factory and replace it with storage. At least it's useful and helps to take off some weight pressure.
[Edit] Ended up using just 6 utility slots and added another propulsion unit. Worked like a charm.
To wrap it up, time is working against you, fighting out in the open is suicidal, and sluggishness makes chute traps deadly rather than a boon. Adding more legs/treads makes you slower, not faster. Put two and two together and get airbone. Or else.