2008-05-26, 05:34:08
I'm always trying new strategies, but I feel like often the weapon selections are often limited by a low variety at many ranges. Generally most players try to stay relatively within the same range and I find myself gravitating back to 1000 range simply because at any price there is a weapon for me, which simply isn't the case for other ranges. I suggest lowering the number of weapons at certain ranges and spreading them across other ranges to create more diversity.
For example, 1000 range has this (non-exhaustive) list:
1111 - Basic Magic
3300 - Swarm Rockets
4444 - Confusion Magic
5050 - Fear Magic
6666 - Lightning Magic
7070 - Ghosts of Doom
9999 - Psycho Magic
If you want to include 950 and 1050 weapons, or upgraded ranges like Laser, the list in needlessly long. Just from that list alone, there are 4 1000 range weapons within 2600 of each other (Confusion to Ghosts of Doom) which is simply unnecessary. Let's look at extremely close range weapons:
660 or less:
3000 - Ice Cannon
5555 - Poison Magic
6750 - Flamer
11000 - Blaster Cannon
Once again, you can include base Laser, but it remains that if I want to play very close range (let's stay a CP defender) I do not have a short range weapon to start with, I have to get a 750 range and then buy shorter weapons later, putting me less consistent on my ranges.
850-900:
2000 - Basic Cannon
2222 - Tornado Summoner
3500 - Fire Arrows
7500 - Ion Cannon
8888 - Fire Magic
25000 - Psycho Laser
This is the opposite of the short range weapons, with 2 good starting weapons in that range and a good 2nd weapon in that range, but then no mid-game weapon and 2 end-game. Short range has 3 mid-game weapons, but no starter or end-game until late-late game in the Blaster Cannon
On the other hand, the glut at 750 and 1000 is insane. From 950-1050, there are 12 options (not including Laser or Fan of Knives), many of which are rather redundant (Molotov Cocktail and Grenade Launcher? 950 range, only 250 cost apart.) 750-800 has 8 options, from cheap Glaive Cannon to the Darkness Cannon
My idea is too remove some of the less-used and redundant weapons to create more options for other ranges.
For 660 or less:
Make Grenade Launcher cost 1500 and 600-650 range, rebalancing damage obviously, so that close-range has a starting weapon (allowing them to progress to Ice Cannon or Machine Gun, depending on the range).
For 850-900:
Make Lightning Magic 888 range and 4500-5500, rebalancing damage. This fills the gap between 3500 Fire Arrows and Ion Cannon/Fire Magic
The biggest complaint is actually the Confusion/Fear/Lightning/Ghost Magic chain, it's completely redundant. Confusion is 4444, Lightning 6666 and both 1 sec shots, Fear is 5050 and Ghosts 7070 with .33/.44 casting time. So there are two pairs of the same weapon type, both 2k apart, that all lie within 2600 of each other and it's not needed when other ranges are hurting for decent options.
What do you think?
For example, 1000 range has this (non-exhaustive) list:
1111 - Basic Magic
3300 - Swarm Rockets
4444 - Confusion Magic
5050 - Fear Magic
6666 - Lightning Magic
7070 - Ghosts of Doom
9999 - Psycho Magic
If you want to include 950 and 1050 weapons, or upgraded ranges like Laser, the list in needlessly long. Just from that list alone, there are 4 1000 range weapons within 2600 of each other (Confusion to Ghosts of Doom) which is simply unnecessary. Let's look at extremely close range weapons:
660 or less:
3000 - Ice Cannon
5555 - Poison Magic
6750 - Flamer
11000 - Blaster Cannon
Once again, you can include base Laser, but it remains that if I want to play very close range (let's stay a CP defender) I do not have a short range weapon to start with, I have to get a 750 range and then buy shorter weapons later, putting me less consistent on my ranges.
850-900:
2000 - Basic Cannon
2222 - Tornado Summoner
3500 - Fire Arrows
7500 - Ion Cannon
8888 - Fire Magic
25000 - Psycho Laser
This is the opposite of the short range weapons, with 2 good starting weapons in that range and a good 2nd weapon in that range, but then no mid-game weapon and 2 end-game. Short range has 3 mid-game weapons, but no starter or end-game until late-late game in the Blaster Cannon
On the other hand, the glut at 750 and 1000 is insane. From 950-1050, there are 12 options (not including Laser or Fan of Knives), many of which are rather redundant (Molotov Cocktail and Grenade Launcher? 950 range, only 250 cost apart.) 750-800 has 8 options, from cheap Glaive Cannon to the Darkness Cannon
My idea is too remove some of the less-used and redundant weapons to create more options for other ranges.
For 660 or less:
Make Grenade Launcher cost 1500 and 600-650 range, rebalancing damage obviously, so that close-range has a starting weapon (allowing them to progress to Ice Cannon or Machine Gun, depending on the range).
For 850-900:
Make Lightning Magic 888 range and 4500-5500, rebalancing damage. This fills the gap between 3500 Fire Arrows and Ion Cannon/Fire Magic
The biggest complaint is actually the Confusion/Fear/Lightning/Ghost Magic chain, it's completely redundant. Confusion is 4444, Lightning 6666 and both 1 sec shots, Fear is 5050 and Ghosts 7070 with .33/.44 casting time. So there are two pairs of the same weapon type, both 2k apart, that all lie within 2600 of each other and it's not needed when other ranges are hurting for decent options.
What do you think?