2007-09-06, 23:05:23
Kenny Wrote:I don't know... I just don't find the alternate modes useful compared to stacking a bunch of 1,111-2,200 gold weapons that can attack everything. (and destroy everything at that)
I'm thinking why not make the alternate weapon modes attack normally at 75% damage, but whenever it hits something specific such as an enemy air tank, it hits at 200% damage? Because well, five seconds is a lot of time your weapon isn't doing anything, especially if an enemy notices your Rock Catapults have a habit of inflicting damage on their factories.
That would require triggering and therefore cause more lags. Regarding the weapons its better for BT if we just use the normal ability of the phoenix-fire in my opinion. Weapons with alternate modes are not useful everytime, thats right, but they have their useful moments. And just like with every weapon, everyone has a favourite one and so some one likes these weapons and others not ... I think they are quite balanced.
Kenny Wrote:Flamestrike is of course, a problem in itself. Thanks to Blizzard, if there are more than five units in the area of effect that potential 5,000 damage is split between however many units there are. 10 units? 500 damage to each. 20? 250 damage to each. In late game where the upgrades and possibly factories/troop commands are really stacking, there are some situations where you would be better off casting the Light Tank's level 2 Cluster Rockets.
I guess you are referring to the maximum damage value this skill has. It has been set to infinite, thatswhy this skill deals full damage to every unit, it doesn't matter how much of them there are.
Kenny Wrote:One last thing... Summons, whether from a Heavy Tank, Ghost Tank, Demon Tank, Infernal Robot, Troop Command... In my opinion should not scale with automated and free upgrades. Where's my Blizzard that strikes for 3,000 damage per wave, or my Iceblock that deals 6,000 damage and stuns for five seconds? That is hardly even an exaggeration about the extent their summons are affected. Seeing these mini-Firelords with 4,000+ hit points and nearly a thousand chaos damage per strike... Yep, I think we have a problem.
I added them some time ago to make the upgrades more valuable to every player. Of course, now its more extreme because of the increased number of upgrades but on the other side, if I'd remove the upgrades from them, then they couldn't keep up with the normal creeps and would be too weak in late game.
But you are right with the other skills, since they wont get stronger. One possibilty would be to add bounty to these summons too (of course a small one)
Kenny Wrote:Also I'd say the Demon Tank/Infernal Robot summon-on-kill abilities need to be reworked. If I've destroyed the majority of the enemy base, suddenly I can't use one of my most powerful abilities. With the aid of these same abilities on their side in addition to burrows for that time I actually manage to dispose of the real threats on their team, suddenly I can't finish them because of these extremely damage-resistant barriers that make their main base invulnerable when it's clear they can't actually do anything to WIN.
Well, how should I change these abilities?
And the Barricade ... well, its possible to change it that way that Barricades wont make your main building invulnerable.
EDIT: ah, you edited your post ... I think I changed enough of the already existing weapons, if you want more variety I'd rather make a new shop with new weapons where some of them may work the way you suggested them.
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