Posts: 1,161
Threads: 118
Joined: Jun 2008
Reputation:
27
If your base becomes vulnerable after orginal towers are down its sucks i don't like long games either but com-on there to weak need more hp and more damage even more splash if you could it only takes 1 good oppurtunity after 1 hour to kill a base and and its towers i don't see why it would hurt to make them stronger just the 2 defending the actual base
Cat power < needs to be implemented into bt ![Smile Smile](https://btanks.net/forum/images/smilies/smile.gif)
Accounts are : , Imba_Kitten, DJ.FM,BENNIE.FM
Posts: 401
Threads: 13
Joined: Dec 2007
Reputation:
0
because that would make the games go longer, and generally people don't want that.
Posts: 135
Threads: 11
Joined: Jan 2010
Reputation:
0
BENNIE.FM Wrote:If your base becomes vulnerable after orginal towers are down its sucks i don't like long games either but com-on there to weak need more hp and more damage even more splash if you could it only takes 1 good oppurtunity after 1 hour to kill a base and and its towers i don't see why it would hurt to make them stronger just the 2 defending the actual base
the best solution is to UP the amount of HP, Damage + RANGE of the towers when upgrading them from the smith (the empire upgrades for weapon & armors)
right now it does that already, but the amount of HP + Damage added is not that much
so if they duplicate 2x the amount of HP per upgrade and 2x damage per upgrade, and thrown in Extra Range.... say from 1000 to 1300 or more
i'll say add range on 50 increments per upgrade. starting from 1000 as it is right now
so at level 1 upgrade for weapon upgrade it goes up to 1050, another weapon upgrade, and it goes to 1100, and more and more
so by level 20 upgrades the range becomes 2000, which will make enemy think twice before sieging the base.
and this makes the Mortar units even the more powerful , and you will need to work as a team to siege a tower
as the mortar guys dies of 1 hit usually, so you need to carefully deploy them to hit the towers, and using 2 or more player as a shield the mortar units
Posts: 19
Threads: 4
Joined: Dec 2007
Reputation:
0
2k Range for a base tower? it have no sense... the team can still upgrade the weapons and think of a tower cappable of shot at more than 3k of range... bad idea i think
Posts: 126
Threads: 3
Joined: Dec 2009
Reputation:
0
I think improving the base towers isnt too bad. When you think about destroying all the other towers the last two arent a real problem anymore as for siege you usually get stronger from kills/destroyed buildings.
Range upgrade isnt necessary... maybe to 1100 or something but not 2k... would be too stupid ^^
Damage should be improved and splash so the two towers are still able to keep away creeps easily. HP slighty maybe but i think there should be some regeneration added so you cant destroy them with too less gap between your teams strength and opponents.
Example:
for 15 upgrades (armor & weapon)
Now towers have 25k life and 100 dmg per shot.
Improved could be 30k life (or 28k .. something) and 150 dmg per shot, splash also slightly improved
And maybe just do the regeneration (only the two base towers) 2 or 3 hp per upgrade? (with 15 it would be 30 or 45 hp regen per second)
Posts: 1,010
Threads: 46
Joined: Dec 2007
Reputation:
8
What about making these towers not giving gold when we destroy them?
I am so good that I don't even need to type -rc because I never die !
Posts: 126
Threads: 3
Joined: Dec 2009
Reputation:
0
Althend Wrote:What about making these towers not giving gold when we destroy them? you mean all base towers?
Posts: 1,203
Threads: 43
Joined: Mar 2007
Reputation:
8
khEg Wrote:Althend Wrote:What about making these towers not giving gold when we destroy them? you mean all base towers? this would result in an advantage of the defending players. not gaining gold when killing the enemy base would prolong ( even if just a bit ) the end game.
Not yet totally dead, you can find the Team and possibly new and old Players on our new Discord Server. Join by this Instant Invite: https://discord.gg/FbbGbHj
Posts: 126
Threads: 3
Joined: Dec 2009
Reputation:
0
i think the improvement of the two laser towers at HQ makes more sense then denying goldgain for destroyed buildings
Posts: 1,494
Threads: 32
Joined: Sep 2007
Reputation:
5
khEg Wrote:i think the improvement of the two laser towers at HQ makes more sense then denying goldgain for destroyed buildings
Same goes for me, small buff would be sufficient.
Posts: 928
Threads: 65
Joined: Aug 2009
Reputation:
0
May i suggest to buff all towers a bit then?
I don't like base exceptions and we want to keep a balance.
Posts: 1,494
Threads: 32
Joined: Sep 2007
Reputation:
5
I'm strictly against buffing all towers, as it would increase gamelength and buff early cp camping. Buffing just the 2 tower at the main building seems way better to me.
€: Buffing all laser towers would also be rather bad as the normal laser towers would either get too strong or the hq base towers stay too weak.
Posts: 1,203
Threads: 43
Joined: Mar 2007
Reputation:
8
well... then, just create some new towers, which are not available to be bought. then we would have some clear new towers to defend the base and could buff these two towers, while leaving the other laser towers the way they are.
Not yet totally dead, you can find the Team and possibly new and old Players on our new Discord Server. Join by this Instant Invite: https://discord.gg/FbbGbHj
Posts: 928
Threads: 65
Joined: Aug 2009
Reputation:
0
Saiyuki Wrote:well... then, just create some new towers, which are not available to be bought. then we would have some clear new towers to defend the base and could buff these two towers, while leaving the other laser towers the way they are.
In my opinion the only valueable possibility.
Posts: 126
Threads: 3
Joined: Dec 2009
Reputation:
0
Paladon Wrote:Saiyuki Wrote:well... then, just create some new towers, which are not available to be bought. then we would have some clear new towers to defend the base and could buff these two towers, while leaving the other laser towers the way they are.
In my opinion the only valueable possibility.
+1
Posts: 928
Threads: 65
Joined: Aug 2009
Reputation:
0
8.68 will include 4 advanced Laser Towers (2 for each team, called "Main Tower").
They are not rebuildable (their ruins are replaceable with the usual towers), as soon as both are destroyed, the Headquarters become vulnerable.
They are mainly improved by the damage dealt since an improvement of the hitpoints is pretty senseless in terms of the overall situation if they are attacked.
Posts: 889
Threads: 58
Joined: Apr 2007
Reputation:
0
Hmm lets make them able to be built on ruins.. I think its a pity to introduce new towers and not make them available to be built. They could be slightly overpriced, like 3500, so they were mainly for the very very late game or the trader. This would mean they wouldnt be called main tower, but another name can be found for sure. And rebuilt ones dont make the HQ invulnerable again, too, of course.
I'd also like a better Hitpoint regeneration for them.
Posts: 135
Threads: 11
Joined: Jan 2010
Reputation:
0
Paladon Wrote:8.68 will include 4 advanced Laser Towers (2 for each team, called "Main Tower").
They are not rebuildable (their ruins are replaceable with the usual towers), as soon as both are destroyed, the Headquarters become vulnerable.
They are mainly improved by the damage dealt since an improvement of the hitpoints is pretty senseless in terms of the overall situation if they are attacked.
are these new tower repair-able? via a helper, thinker, or Engineering gear upgrade?
Posts: 928
Threads: 65
Joined: Aug 2009
Reputation:
0
Yeah, except the fact that they are (not yet) rebuildable, their behaviour in terms of gameplay applies to the other towers completely.
Concerning the "rebuild" issue, i'll open a thread for the Developement Team, but everyone is still free to give us an input here.
Posts: 49
Threads: 2
Joined: Feb 2009
Reputation:
0
perhaps a game option should be that the towers are rebuildable or not
|