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I'd like to suggest a new weapon for the new weapon shop.
This weapon costs 30k gold and has 1300 range
other stats should be quite normal (cooldown between 0,5 sec and 1 sec, if it gets higher cooldown -> multishot).
I think its just logical to implement this weapon, since there is now a 30k gold weapon with relatively short range in addition to the good old frost laser. A 30k long range weapon would give this tactic an endgame weapon, too.
I have already posted this idea in the beta testing forum, only reply i got was:
HK416 Wrote:1300 range 30k wep wud b to imba. ithink tho. U wotn loose after this. Long range is imba enuff as it is. Acid is very good.
But since death magic is gone, i think this will help, to not to many long range cocky.
I still think u shud consider a "no long range" mode.
[...]
I think a 30k gold 1300 range weapon will be far from beeing imba (it just shouldnt have 5 seconds cooldown 8)), because my experience tells that long range is very strong early, becomes weaker in midgame, and is very weak endgame.
According to this, it might even be possible to let this weapon attack buildings, too. This would give it an additional strategical use, and once you are able to spend 30k gold for a weapon, games should end soon anyway. But this isnt absolutely necessary.
About the name/design this weapon could have: maybe a coilgun, i think a coilgun fits to long range well.
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If this weapon were able to attack buildings it would need to either have a decent damage penalty - say -25%, or it would need to be a switch mode option, with the switch having reduced range.
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By the time this weapon is acquired, towers wont be that strong even with a lot of upgrades.
I like the idea of penalty against buildings but can this be done with a single weapon, without creating 2 weapons for it?
If the 1300 range weapon was units-only, you could kill people easily in their bases, a problem bigger than hitting towers without towers hitting you.
Constantly clicking on an item to change modes is rather annoying.
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Quote:I like the idea of penalty against buildings but can this be done with a single weapon, without creating 2 weapons for it?
as a constant effect, no - you couldn't have a weapon that can hit anything, but with a penalty to only building damage, as a switch however, it has already been done
Switch would probably be between "cannot target buildings" and the normal anything goes.
Quote:Constantly clicking on an item to change modes is rather annoying.
that is the point, if you want to be able to hit buildings with no chance of taking any damage in return, that's gotta cost ya. Besides, you probably wouldn't constantly click, since there is a (normally) 3 sec switching time between modes, during which the weapon doesn't fire at all.
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if u want this wep so badly, u create it. use exo's wep formula, and get cracking
Suit up!
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In this case we might as well make a 30k weapon that targets only buildings as well, I suppose we already have the bomb, but command centers are way to easy to kill late game when placed in range to actally drop a bomb.
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Sorry thats just a crazy idea it would be friggen imba for something like a titan to walk into a fully defended base with 6 30k building only weapons, with titan ult it would give him like 7.2 seconds of just killing buildings regardless of the amount of enemy tanks defending.
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A 30k weapon with 1300 range would need a MUCH lower cooldown to avoid being useless like the Acid Cannon.
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think about what you are saying benben!
the only long range weapon with a cooldown under 1second ever(i think so) was the death-noob-magic.
the weapon would either totally suck or totally overwhelm chaos swarm and frost laser
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+add !!!splash!!! dmg r:180, cooldown 2,4s, and hight dmg. it's be scary
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is splash dmg doable with phenix fire`?
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no, but maybe its doable with triggers or something else, but i dont know excatly...
splash is unnecessary imo
Anti-HighBounty Alliance has won
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Dont you think that creating a 1300 range weapon for 30k would make the start- and and midgame problem to an endgame problem too?
I mean, think that you have suddenly noobs who run around with mass longrange? And are not able to kill the fucking base? I am talking of this "great players" who may have stats like more than 5times kills than death, but are unable to destroy any building. And who need others to finish the game.
I think 30k weapons should be the way to finish the game. Not to further improve long range noob tactics, which makes the game go for 5hours.
Despite the fact that it is not really decided if longrange is wrong in the formular because its of great advantage if you are hunting an enemy tank at the opposit cp or in the opposit base and all of your projectils hit this tank.
only disadvantage the game needs longer, because you cant kill buildings. But in battle i dont see "attacking no buildings" as disadvantage.
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Most "great players" i have seen using long range will get something else as the next weapon. Rarely do they go onto mass acid. They get weapons like psycho magic. Well anyway, if they are great players then they will know what to do IF they need to do it (no team mates).
If you were saying great players sarcastically as in noobs well they are noobs, what can you do about them?
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Splash might be doable to make it hit a random unit. Look at Naval Combat (I think that is all trigger based, and the game itself sucks).
Anyway, a 30k weapon with 1300 range would not work unless it had aproximately a laser attack speed. IMO, acid cannon is a very bad weapon. 75% of the game occurs in midlane, where acid cannon will farm creeps when you need to hit the heroes.
Long range is a perfectly legitimate strategy. It forces your opponents to attack your team, allowing your team to keep a good formation while your opponents have to coordinate their attacks and such.
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I’ve played around with the weapon formula today and brought up 3 possible weapons for this discussion. Identical parameters for all three: Weapon cost 30k, range 1300, upgrade cost 15k, does not attack buildings. Based on the formula the DPS of all weapons is around 1535 and 2305 upgraded.
1) Low cooldown:
Damage per shot: 385
Fire-rate: 0.25
Upgrade:
Damage per shot: 577
2) Medium cooldown:
Damage per shot: 1,850
Fire-rate: 1.2
Upgrade:
Damage per shot: 2770
3) High cooldown:
Damage per shot: 4,000
Fire-rate: 2.6
Upgrade:
Fire-rate: 1.73
My favorite is the medium cooldown.
Is SC2 - Battle Tanks out yet?
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Too many medium cool downs! http://snuffy.zapto.org/index.php/Weapon#Cool_Down
Im going for the longest CD variant if anything....
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Added building only to the btanks wiki, you forgot that.
THe long CD one will not work because it will be like energy torpeedoes. Good if it hits, but absolute junk otherwise. A marine with full upgrades has 1600 HP, so 2400 damage will be wasted if you hit one. I'd prefer a weapon with like a .1 second cooldown (154 damage per shot) It would fit with bombarding rocket's/rocket hail's damage.
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Yea, a 30k long range weapon that not can attack buildings would be fair, cuz we have midd/low range 30k weapons.
Free tinker & free oil for airships!
Why don't you ever see the headline "Psychic Wins Lottery"?
-CUZ THERE AREN'T ANY!!
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i want a fast cool down long range weapon would be cool need more end game variety if you ask me :
Cat power < needs to be implemented into bt
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