Pulse gun - 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: Pulse gun (/showthread.php?tid=1538) Pages:
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Pulse gun - Tom-Ace - 2009-02-10 I was thinking of a new gun called the pulse gun that would damage all units and tanks around the tank, just like the lightning tank aura. I have three versions. Short pulse gun 500 range 400 damage upgrade cost 2000 for 100 more damage Medium pulse gun 700 range 275 damage upgrade cost 2000 for 100 more damage Long pulse gun 900 range 150 damage upgrade cost 2250 for 125 more damage All pulse guns are 5000 to buy. Re: Pulse gun - Tom-Ace - 2009-02-10 I forgot to add that it is a one second pulse, so every second there is a pulse for all guns. Re: Pulse gun - Dr.McNinja - 2009-02-10 Good idea, but honestly, i dont think it will work. It will either be too strong against creeps or too weak against tanks. SINCE it would take up one slot, it could be an anti-creep weapon. Variations could include range/damage and 'ticks' per second. It would be more like a support item rather than a weapon, perhaps a counter against the strategy of getting close and using troop command. It could also have many levels of upgrade, each more expensive (diminishing returns) in order for it to be viable late-game. An item idea based on your idea could be a long cooldown 'pusle' like stomp ability. It could be pure damage or have an effect like slow or push (manual cast). Re: Pulse gun - cedi - 2009-02-10 I like a weapon more like a bomb, that means, when the enemy is near you he takes more damage than one who is further away... cedi Re: Pulse gun - Tom-Ace - 2009-02-10 I was thinking it maybe to overpowerd, if you had 4 short max pulse guns that would be 2000 damage a second for 28k gold, a max frost laser is 42000 and damage is 2950 so just 950 more for 14k more gold? Plus if you are capturing a cp all the tanks that tp in will get 2000 damage a second done to them not just one tank. I really did think of this gun as a anti-troop spam gun not as a tank counter. Re: Pulse gun - GooglyBoogly - 2009-02-12 We already have an anti troop spam guns with "creep only" weapons. Why not make you idea a modification on that, and have the pulse weapons all "creep only", possibly with a "building only" switch for clearing out tinker fortresses? Re: Pulse gun - Morkardar - 2009-02-12 I would rather make it like this: x enemies means the weapon does max-damage / x = dmg. Means... if the weapon does 1000 dps and there are 10 enemies. It does 100 dps to each enemy like an aura. It would be like dynamic projectile count and fixed dps. Re: Pulse gun - Dr.McNinja - 2009-02-12 @GooglyBoogly Yes there are a few anti-creep weapons but thats not the point of it... but this one, if a creep weapon, works differently. I really like cedi's idea of having the item/aura do more damage the closer you are... possibly by having it produce auras at different ranges to achieve this effect? Re: Pulse gun - Tom-Ace - 2009-02-12 Well i think i am giving up on the pulse gun idea, i am at the moment modding 7.55 and came up with some good weapons that i made and tested. One gun that done is the, Hell Fire Missiles very cool gun. Hell Fire Missiles damage-150 range-1050 cd-.25 dps-600 upgrade cost 3400 But here is the big kick, the Hell Fire Missile is a third upgrade for the swarm rockets so they can be used in late game. Re: Pulse gun - Cdek - 2009-02-12 It could do damage depending on the hp. It could deal 1% of the enemy's hp to each enemy in range, +1% with each update. Re: Pulse gun - cedi - 2009-02-13 Jea cool idea... cedi Re: Pulse gun - Dr.McNinja - 2009-02-13 the %health damage over time seems kinda strong.. or too weak to be effective. It would be a nice skill on a tank, an anti-titan skill (or anything with a lot of hp). I like the idea of multiple levels of upgrades for weapons.. allowing weaker weapons to eventually upgrade to newer weapons would be very interesting.. you wouldnt have to visit a 4th shop if new weapons are added. No more sellback of weak weapons! or less of it. Re: Pulse gun - Dr.McNinja - 2009-02-13 the %health damage over time seems kinda strong.. or too weak to be effective. It would be a nice skill on a tank, an anti-titan skill (or anything with a lot of hp). I like the idea of multiple levels of upgrades for weapons.. allowing weaker weapons to eventually upgrade to newer weapons would be very interesting.. you wouldnt have to visit a 4th shop if new weapons are added. No more sellback of weak weapons! or less of it. how embarassing: double post... delete this one somoene. Re: Pulse gun - Cdek - 2009-02-13 the %health damage would not be too weak to be effective if it is not to strong. With this weapon you can deal damge to all enimies in range, you don't kill all creeps with one shot but you damage the tanks. Re: Pulse gun - cedi - 2009-02-14 But I see one problem, it will be ever strong, in a long game, the weapon can make more dps as a frost laser... So iI think we need than a damage limit. And each upgrade increases the limit or something... cedi Re: Pulse gun - Vomitus - 2009-04-02 Morkardar Wrote:I would rather make it like this:As an alternative we can use another, more flexible formula: 1 target: a weapon does 1000 dmg to one target per pulse(100% dps); 2 targets: a weapon does 550 dmg per target per pulse(110% dps); 3 targets: a weapon does 400 dmg per target per pulse(120% dps); 4 targets: a weapon does 325 dmg per target per pulse(130% dps); 5 targets: a weapon does 280 dmg per target per pulse(140% dps); ... 10 targets: a weapon does 190 dmg per target per pulse(190% dps); etc. This will certainly make weapon less effective against single target(e.g. - a tank) but more effective against clusters of creeps. Re: Pulse gun - horselance - 2009-04-02 So if it gets bonus, what penalty does it take in return? Re: Pulse gun - Tom-Ace - 2009-04-02 You guys have to remember, if you are capturing a cp and three tanks tp in you are hitting all three with your guns at the same time, not just one. So even if it does low damage, it will do low damage to all close not just one at a time. Re: Pulse gun - Vomitus - 2009-04-03 horselance Wrote:So if it gets bonus, what penalty does it take in return?Its penalty would be its price. Its price should be much higher than the weapon with dps similar to dps this weapon deals to 1 target(i.e. 100%). The price of this weapon should be equal to a weapon with 30%-40% more dps. This means that this weapon will be equal to usual weapon when fighting 4 targets at once(for 30% case). And it will be weaker when fighting 3 or less targets. But it will be stronger when fighting 5 targets or more! That is the point. Example: Swarm Rockets cost: 3300 range: 1000 dps: 220 Pulse Gun 1 cost: 3300 range: 1000 dps: 169 (2: 186, 3: 203, 4: 220, 5: 237, etc.) Pulse Gun 2 cost: 4290 range: 1000 dps: 220 (2: 242, 3: 264, 4: 286, 5: 308, etc.) 'Standard Dummy Weapon' cost: 4290 range: 1000 dps: 286 Note however that these weapons, like any other disregarding their price are totally equal when you fight 0 targets... ;-) Re: Pulse gun - Tom-Ace - 2009-04-03 Someone finally gets it "Vomitus". You all (but some) are thinking like this is a 1v1 gun its not a lvl gun, it is clearly a mass troop/tank killer, 1v1 you will get you ass kicked, but now if it is 2v2, 3v3, 4v4, 5v5, this would be a great gun to have. |