2009-04-27, 17:26:16
Here are a lot of ideas . Combining weapons with other stuff - hmm...
Bombarding Armor :mrgreen: (iron hull up +bombarding rockets up ) - I dont know if such things would be good.
Or a lightning staff a weapon who did only 85% of the damage formula. The rest 15% are converted in -> 5% of the damage that the weapon would have dealt while the staff got cooldown - and then click and deal damage ^^.
So it would be like (example): the staff does 200 dps (with 100%) at XXX Range. It is doing only 170dps (85%),
because it is loading energy for the skill [it does always 85% this is just an explanation ]
The ability cooldown is 20 seconds and after 20 seconds you can unleash 20seconds*30dps /3 = 200damage to 1 target [5% of the damage Formula over 20 seconds]
(You can stop massing such a weapon, because if you use 1 the others would be in cooldown, like the Instant-Repair )
Well I cant say much to the balance. Pros could use such weapons in teams, thats true, but the question is, how much range do you give the spell and how much would it be used by noobs or medium players. If it is unbalanced you can just decrease the % of the loading. You can see fast if everyone buys it or not and react if it is too strong or too weak.
I think balancing was also an important point when Battletanks just startet. The Weapon damage to range formula maybe wasn´t the best too - at the very beginning. Or what is with orbital control - it also changes over time, sometimes we just should get some reasonable ideas a try IMO.
(using much ressources for big hard code Triggers is a reason for not implementing some things )
Remember the last changes of earth robot or frost Tank. At least for earth robot I can say it was good to rebalance it. I would vote to give some ideas a try which can be easy done without triggering. For example a 1000Range to 700 Range switching weapon or so.
Bombarding Armor :mrgreen: (iron hull up +bombarding rockets up ) - I dont know if such things would be good.
Or a lightning staff a weapon who did only 85% of the damage formula. The rest 15% are converted in -> 5% of the damage that the weapon would have dealt while the staff got cooldown - and then click and deal damage ^^.
So it would be like (example): the staff does 200 dps (with 100%) at XXX Range. It is doing only 170dps (85%),
because it is loading energy for the skill [it does always 85% this is just an explanation ]
The ability cooldown is 20 seconds and after 20 seconds you can unleash 20seconds*30dps /3 = 200damage to 1 target [5% of the damage Formula over 20 seconds]
(You can stop massing such a weapon, because if you use 1 the others would be in cooldown, like the Instant-Repair )
Well I cant say much to the balance. Pros could use such weapons in teams, thats true, but the question is, how much range do you give the spell and how much would it be used by noobs or medium players. If it is unbalanced you can just decrease the % of the loading. You can see fast if everyone buys it or not and react if it is too strong or too weak.
I think balancing was also an important point when Battletanks just startet. The Weapon damage to range formula maybe wasn´t the best too - at the very beginning. Or what is with orbital control - it also changes over time, sometimes we just should get some reasonable ideas a try IMO.
(using much ressources for big hard code Triggers is a reason for not implementing some things )
Remember the last changes of earth robot or frost Tank. At least for earth robot I can say it was good to rebalance it. I would vote to give some ideas a try which can be easy done without triggering. For example a 1000Range to 700 Range switching weapon or so.
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
- noob, nobody, medium, pro - we will see what happens ^^