Artillery control item? - Printable Version +- Official Battle Tanks Community (https://btanks.net/forum) +-- Forum: Battle Tanks - Warcraft III (https://btanks.net/forum/forumdisplay.php?fid=3) +--- Forum: Suggestions (https://btanks.net/forum/forumdisplay.php?fid=8) +--- Thread: Artillery control item? (/showthread.php?tid=1847) Pages:
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Artillery control item? - TKF - 2008-08-23 I'm going to implement it in my insane mod. However it would be cool if this would be in normat bt. (With proper balancing of course) [attachment=0]It was to powerful when testing, so i let it do half dmg vs structures. Also the nuke cloud a bit to large. Also it hits randomly in the selected area? I set the item cost to 12500 gold, I think it's good, considering its great inaccuracy. What do you think about this item? Re: Artillery control item? - Althend - 2008-08-23 It would be really fun. Just imagine the collateral damage ^^ It should be a building buyable in the base. (mana skill of the building usable by everyone) The Artillery building would cost something near 7000 gold ;p Re: Artillery control item? - TKF - 2008-08-24 I made a artillery mode which replaces the old bomb run in 7.55. It was actually quite fun, since i made an intelligent artillery AI, you might be blasted to hell easily at start. Test Map - BT mod 1.20beta Re: Artillery control item? - k-bones - 2008-08-24 Hmmm maybe you could make artillery strike or orbital a consumable? Or available through creep cmd center... Wait, that's a good idea! Normally people don't use Command Center as it is a bit of waste of cash, unless you want a constant mortar flow at basekill... Now it could cost 7k and strike only targets within range, disallowing OC use at, for example, cp attacking (I'm not calling it imba, no). TCC would become an important target for your enemy AND a good addition to the game. Needs mana pool balance then ofc. Re: Artillery control item? - TKF - 2008-08-24 So you propose to make the command center able to call on artillery strike anywhere on the battle field? Maybe for 1000 mana... Re: Artillery control item? - k-bones - 2008-08-25 Not everywhere, let's say 3-4k. Leave the numbers of mana etc for later, my point is to make that building a real must in some strategies and an important target for defending team. Factories are often unreachable, so that one would be as important as they are and easier to kill. It is usable for the whole team and eases base destruction (letting you pick some good tanks not so good at basekill), while still being counterable. Re: Artillery control item? - Gammagulp - 2008-08-26 I like this idea, but would suggest one additional disadvantage. Pls let it not aim points in the Base area like teleporter, so you cannot destroy the enemy base so fast, but maybe factories planted infront of the base. Re: Artillery control item? - k-bones - 2008-08-27 I think the range does it - the deeper you wanna hit, the closer you have to come. But not a bad idea too. Re: Artillery control item? - TKF - 2008-08-27 Gammagulp Wrote:I like this idea, but would suggest one additional disadvantage. Pls let it not aim points in the Base area like teleporter, so you cannot destroy the enemy base so fast, but maybe factories planted infront of the base.Psycho magic would do more damage than this artillery item, when you are attack actively. Also this item would be useless if you cannot use it in base in endgame, as you can do with the orbital. I don't remember how much damage the orbital control does, but it can cost twice, shoot 8 shots instead of 6, and have 5 sec casting/delay time. Each artillery shell could do 1k dmg. I don't think that's OP, considering you have 5 seconds to dodge it and you get a warning when it's cast. Also friendly fire so you are bomb your own base xD. So what if Artillery Control: (10000) Shells: 8 Delay: 5 seconds until shells hit Dmg pr shell: 1000 Splash radius: 400-500 Casting Range: 1200 Innaccuracy radius: 528 Re: Artillery control item? - k-bones - 2008-08-27 how much cooldown between shots? Re: Artillery control item? - TKF - 2008-08-27 Dunno, half second pr shot, 60 seconds item cooldown? Re: Artillery control item? - Gammagulp - 2008-08-27 Well I think its ok, but I hope there are guys testing it to watch out for balancing Re: Artillery control item? - Exodus - 2008-08-28 Adding this to the TCC really might be a good idea. But I have to see how to implement this, because there is one problem, you can't give the TCC a skill, because everyone would be able to use it (yes, also the enemies), thatswhy it's now working by selling unit dummies and then summon the real ones to the rally point. And I guess I also have to use this system for this artillery strike, but it's kinda bad since you won't have a target area shown. But it'll work nevertheless. Re: Artillery control item? - TKF - 2008-08-28 I use dummies which cast cluster rocket 2000 range from the target point where you aim, and also dummies is at a 3000 height. The angle you can decide yourself. The angle 0.40 is good. Also them the projectile comes from a great height and looks good, without any unnecessary lagg. Also you can apply stun and damage from the cluster based dummy spell as well... and any effect you want. Since cluster rocket always uses 0.75 seconds to reach target point no matter range, it makes it predicable to apply the damage with 0.75 delay. I use a dummy using fan of knifes with casting delay of 0.75 sec since it's more reliable then using the wait 0.75 function. Code: Artillery Strike (item) Code: Artillery Impact Code: Artillery Effect This is how I did it with the artillery item. I'm quite sure you can make it better than I did. I got 1 point leak cuz I can't remove the target point of random strikes to be calculated from. I use up to 12 arrays, cuz in my map mod, I have a artillery AI, so the force can cast the spell. Re: Artillery control item? - TKF - 2008-10-24 Bumb! So maybe this is a good alternative for end game item? Maybe we could use som more expensive cooldown items which may match up with the strongest weapons? Re: Artillery control item? - qweqqweq - 2008-10-24 wow, that is genuis, i love this idea! Re: Artillery control item? - RikonVan - 2008-10-26 hmm i for my point think that it should be a reloadable item, given to the player in a team who was killed less then the others in this team. With this he can attack tactically the control points of the enemy and command his team mates in a way(like a commander in BATTLEFIELD). It would be a special option to play with commander. Wouldn't that be nice? Only an idea to make the game more tactical Re: Artillery control item? - TKF - 2008-10-27 RikonVan Wrote:hmm i for my point think that it should be a reloadable item, given to the player in a team who was killed less then the others in this team. With this he can attack tactically the control points of the enemy and command his team mates in a way(like a commander in BATTLEFIELD). It would be a special option to play with commander. Wouldn't that be nice? Only an idea to make the game more tacticalI doubt think that would be the case in normal bt. Most likely if exodus do as he says, it might be an option for the TCC. I think it would be a nice feature and not implement this as an item. Re: Artillery control item? - TKF - 2009-05-23 Was this dropped? Re: Artillery control item? - Exodus - 2009-05-24 Well, I implemented the Bomb instead and atm there is no plan to add this suggestion. |