2009-09-16, 15:14:18
First, hi @ all, I got my account for the forum yesterday. Here's my weapon idea (I hope my english is OK, I'm German ):
=== THE PLUTONIUM ORB ===
Style: Throws 3 sickle-shaped green waves (=> Gargoyle missile) and has the Poison Orb logo. NOTE: Don't care about the style (can be changed), the concept is the important thing.
Values
Price: 1400
Damage: ??? (x3) --- NOTE: I can't dowmload the weapon formlular Excel table for special weapons... Someone tell me the factor please...
Cooldown: 1.3 seconds
Range: 1050
Damage per second: ???
Upgrade-Costs: 1000 :arrow: Bonus-Damage: +???
Attacks creeps only.
Strategies
Scout + Plutonium Orb (Upgrade):
In my opinion this is very effective and supports the Scout's role as a farmer, fitting to the range of Creep Sniper (1050). May be imba for farming (p.e. rushing Frostie).
Medivac + Plutonium Orb:
Quite useful for farming. Alternative to Medivac + Multibow with safe distance.
Tinker + 2 x Plutonium Orb:
Sounds useful for the very fragile Tinker. The Tinker himself can use it due to the good range and he can put it into towers.
Other start combinations:
The other combinations are not that effective in my opinion because Antigrav doesn't want that sort of creeping and with other tanks you have too much money left.
Buying the Gold Gun later:
This option is very useful for fragile longrangers that need a farm weapon in earlygame, but Multi Bow has not enough range (p.e. if the midlane is kinda dangerous).
Reasons to add the Gold Gun:
This weapon fills a gap in BT: A long midgrange only creep weapon which can be preferably used by fragile tanks to get a powerful farm (Scout, Tinker, optional Medivac). It adds a couple of start strategies and it can be used later on, too.
The price (1400) allows you to get 1 with Medi or Anti and also to get 2 with Tinker. The upgrade costs boost the price too 2400, making the weapon interesting for the Scout. In addition to this, the comparatively high upgrade costs allow you to use it for a longer time and to spend some money without returning to the base (same principe: The Light Fantastic).
Finally, only creep weapons are quite rare (only 1 available at start with 800 range) and the only option since now is Multi Bow.
If you like it, vote for it and post your reasons!!!
If you don't like it, please post your reasons also!!!
I would be qiute interested in reading some pro opinions, I'm not good enough to say if this concept may be imbalanced (Scout?).
Alternative Ideas:
1050 range instead of 1300 (see below).
=== THE PLUTONIUM ORB ===
Style: Throws 3 sickle-shaped green waves (=> Gargoyle missile) and has the Poison Orb logo. NOTE: Don't care about the style (can be changed), the concept is the important thing.
Values
Price: 1400
Damage: ??? (x3) --- NOTE: I can't dowmload the weapon formlular Excel table for special weapons... Someone tell me the factor please...
Cooldown: 1.3 seconds
Range: 1050
Damage per second: ???
Upgrade-Costs: 1000 :arrow: Bonus-Damage: +???
Attacks creeps only.
Strategies
Scout + Plutonium Orb (Upgrade):
In my opinion this is very effective and supports the Scout's role as a farmer, fitting to the range of Creep Sniper (1050). May be imba for farming (p.e. rushing Frostie).
Medivac + Plutonium Orb:
Quite useful for farming. Alternative to Medivac + Multibow with safe distance.
Tinker + 2 x Plutonium Orb:
Sounds useful for the very fragile Tinker. The Tinker himself can use it due to the good range and he can put it into towers.
Other start combinations:
The other combinations are not that effective in my opinion because Antigrav doesn't want that sort of creeping and with other tanks you have too much money left.
Buying the Gold Gun later:
This option is very useful for fragile longrangers that need a farm weapon in earlygame, but Multi Bow has not enough range (p.e. if the midlane is kinda dangerous).
Reasons to add the Gold Gun:
This weapon fills a gap in BT: A long midgrange only creep weapon which can be preferably used by fragile tanks to get a powerful farm (Scout, Tinker, optional Medivac). It adds a couple of start strategies and it can be used later on, too.
The price (1400) allows you to get 1 with Medi or Anti and also to get 2 with Tinker. The upgrade costs boost the price too 2400, making the weapon interesting for the Scout. In addition to this, the comparatively high upgrade costs allow you to use it for a longer time and to spend some money without returning to the base (same principe: The Light Fantastic).
Finally, only creep weapons are quite rare (only 1 available at start with 800 range) and the only option since now is Multi Bow.
If you like it, vote for it and post your reasons!!!
If you don't like it, please post your reasons also!!!
I would be qiute interested in reading some pro opinions, I'm not good enough to say if this concept may be imbalanced (Scout?).
Alternative Ideas:
1050 range instead of 1300 (see below).