In Btanks you have a selection of weapons that allow for a wide range of freedom and flexibility, but I have come to notice that there is no "Shotgun" weapon. I mean yeah, we have guns that happen to shoot multiple projectiles, but it's never more than 3-4.
How I could see shotguns factoring into the game, is that they would at least have 5 projectiles. These types of weapons would fire slowly (much like the speed of basic cannon if not slower), but allow for bursts of damage. They would be great for creeping, but as far as tank hunting, it would be difficult, but not impossible. Though if you're trying to push a lane and a tank is hiding behind creeps, it's guaranteed that the enemy will take a little damage, even through cover. It will falter in CP captures, especially if facing multiple tanks.
Your best bet when using a shotgun is either to stack them, or compliment them with a different weapon.
If there was a shotgun for each stage of the game (beginning, mid, end) I could see their use have these effects:
Beginning game wise it would be:
- Affordable enough to be a starter weapon
- "Better than a multi bow"
Possible names:
- Boomstick
- Bunt Gun
- 12 Gauge
- S Gun/Spread Gun (For the contra fans)
Well, the idea might not be that bad, but there is a reason why there are no weapons with more than 4 projectiles. You can't add more than 4 abilities to one item and each projectile is one ability, since phoenix fire (the ability which every weapon in the game is based on) does not feature multiple projetiles.
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Exodus Wrote:Well, the idea might not be that bad, but there is a reason why there are no weapons with more than 4 projectiles. You can't add more than 4 abilities to one item and each projectile is one ability, since phoenix fire (the ability which every weapon in the game is based on) does not feature multiple projetiles.
Maybe asking someone from THW (scripter) to try making it with more than 4 projectiles
I would try but I don't have any experience in this. The only thing I'm good at is teraining
like the original weapon of WC3 for the star thrower or whatever the name it is, that it hits a few more victims after hitting the first one.
so apply that to all 4 projectiles, then we'll have a pretty decent "shotgun" like effect.
make each projectile to bounce at least 5 victims before it dissipates, and on each rebound it keeps the same damage at level 1
level 2 upgrade will bounce at least 7 times and on each rebound it each projectile damage is increased 10%
at level 3 (final) upgrade each shot will bounce at least 10 times, and on each rebound each projectile packs up splash damage on top of the 10%+ per hit
:)
exo, it's the same way as inputing real values in integer fields. ^^
the mentioned rebound/gleve weapon would be classified as an special weapons. you'll most likely never find such weapons in bt, as these are especially hard to balance and quite hard to implement.
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:idea: Spell book can take up to 12 abilities, also it can take another spell books. So teorically it can take any number of spells/projectiles.
This way you can have up to 12 projectiles without effort. And more projectiles with some effort..
Would it be possible to have the Phoenix Fire mechanic the project the Breath of Fire ability? This would allow the shotgun to spray in a conic direction, which would make more sense than shooting 9 projectiles in 9 different directions.
Saiyuki Wrote:the mentioned rebound/gleve weapon would be classified as an special weapons. you'll most likely never find such weapons in bt, as these are especially hard to balance and quite hard to implement.
Curious, would these abilities be hard to implement code-wise or hard in the sense of making them valuable but not overpowered in-game?
IlPalazzo Wrote:Would it be possible to have the Phoenix Fire mechanic the project the Breath of Fire ability? This would allow the shotgun to spray in a conic direction, which would make more sense than shooting 9 projectiles in 9 different directions.
No, this is not possible. The phoenix fire ability is quite unflexible. The only parameters you can change, are the allowed targets, projetile speed and graphic, the range, the damage, the intervall and the damage this ability deals overtime. The last value is always set to 0.01 seconds and 0 damage, because as long as a unit has the phoenix fire buff on it, no other phoenix fire targets this unit (this behaviour is used in the Medivac ultimate, with damage set to 0).
IlPalazzo Wrote:
Saiyuki Wrote:the mentioned rebound/gleve weapon would be classified as an special weapons. you'll most likely never find such weapons in bt, as these are especially hard to balance and quite hard to implement.
Curious, would these abilities be hard to implement code-wise or hard in the sense of making them valuable but not overpowered in-game?
Well, MacGuyver already showed us, that it's possible to implement such effects. It's more a question of performance, so it's hard to program this in a way, that it won't cost a lot of performance. This is because you have to use the event 'Unit takes damage'. Each time a unit takes damage from any source, this trigger would be started. Now imagine two players which each two lasers. Just because of those lasers, the trigger would be fired 40 times a second. Now add all the other players with their weapons and all the creeps on the map, which also start this trigger with each of their attacks.
I guess I don't have to say much about the balancing. We all know that it would be difficult and would take a lot of time, but it's possible to make them balanced.
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:idea: I tried a weapon for creeps, which shoots allied creeps and gives them 200hp magic shield. Would be a concept also though its already suggested for Ghost tank ultimate also..
Point is it can be done variety of things with phoenix fire, as McGayver already did some of them.
eg: a shotgun concept, an invisible fast projectile shoots as phoenix fire, then trigger works, 8 little aoe spells are cast on ground on random points around target (shotgun shells). Shotgun sound is relesased. Thats my idea of a shotgun wepon.
I would say the on damage trigger isn't the performants problem. The greater deal are the effects... For esample: when there should exist a weapon that shoots 4 missiles which bounce 4 times you've to create a dummy for each bounce, add the required ability to the dummy and then cast the ability. These things: creation of a unit and adding spells uses much power...
horselance Wrote:Here is my 2 concepts.
1st one is much better concept ofc.
2nd one need to be worked, was going to make a better one but dont got time..
:o, now if that could be balanced into the game to make a few Btanks weapons...