Poll: Add weapons upgrades requirement before you can purchase high tier weapons?
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Add weapons upgrades requirement before you can purchase the high tier weapons
#1
Hello everybody, this is my first time posting on the forums, but I have been playing Battle Tanks for some time now. (I have played more than 400 games, but still need to work on my bad k/d ratio. Leaves are mostly due to discoonect from playing on a laptop bought in 2006 and which takes 70 seconds to load up the game.)

Anyways, this is a suggestion that could add a new element to Battle Tanks, particularly to teamplaying strategy.

Currently, good team players will usually do armour upgrades to help their team mates be able to purchase the 3 highest tier tanks, Sky Fortress, Infernal Robot and Titan. On the other hand, almost nobody bothers with doing weapon upgrades. The only reason I can think of anybody even remotely wanting to do that is perhaps to improve the damage of Orbital Command and/or mines if they happen to be using those items.

To encourage teams to consider doing weapon upgrades, how about adding weapons requirements before you can purchase high tier weapons (those which cost above 10k?) All other weapons which cost less than 10k do not require any weapons upgrades.

Perhaps something along the lines of this? (The main focus here is on concept, exact figures can be tweaked for balancing purposes)

Weapon Weapon upgrade required
Blaster Cannon, Acid Cannon 12
Darkness Cannon 14
Photon Bombs 16
Psycho Laser, Supercell 18
Frost Laser, Swarm of Chaos 20

Possible impacts of gameplay if this suggestion is implemented:

1. One more decision for teams to ponder. Is it better to upgrade armour only to get high tier tanks, upgrade weapons only to get high tier weapons, or make a compromise between the 2?

2. Encourage more teamplay and less individualistic play. For instance, in the past, somebody might just farm and hoard gold in order to buy their one big expensive weapon and less with helping out the team in the process. Now they will also have to find a way to convince their team mates to do the neccessary armour upgrades for them first, which will be a motivation for them to engage in more teamplay to build up rapport.

3. Losing all your CPs carries a more severe advantage now. The team who have lost all their CPs will end up with less weapons upgrades (in addition to less armour upgrades) compared to the other team. The strategy of hiding in the base, farming from incoming masses of creeps (and possibily suicidal enemy players as well). then taking a window of opportunity to rush out and buy a big expensive weapon before heading back to base to defend won't be as effective as before. The game should end faster this way.

Comments and criticisms are welcomed. Bye for now!
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#2
bad idea, since all weapons follow the same damage formula anyway getting 2 psycho magic upgrades is about the same as getting a supercell. While weapons only get better on a linear scale, tanks introduce a whole new aspect to the game. A titan is not worth 5 heavy tanks for instance, each tank has its own purpose while higher tier weapons simply save inventory slots.
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