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Do you see any corpses lying around the battle field? No? That's because they are removed right after the units die, for performance reasons.
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Heal weapons don't work. Well, they do heal but they heal all the time and never stop. I'm not sure if the devs are willing to put a weapon like that into a game.
Going long range in mid takes no skill, so stop telling yourselves otherwise.
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Thanks horse and OP for the calculator. Very helpful.
Bring back old Death Magic.
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Beating regulars makes you a pro.
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Sorry if this is spam to you, but can someone please tell me what exaclty the difference between shop cost and actual cost is? A link to a desctiption is ok if there is one.
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well... the actual cost is calculated via the mentioned tool. but in bt the costs of all weapons in the shops are rounded. ^^
there is no deeper meaning in there.
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Well, because the weapon values are calculated, using a formula, the resulting numbers are not always even.
Because a price of 1843 gold just doesn't look that good, the number 1850 is chosen. That's all there is to it, just a little cosmetical change. Well, it also affects the balancing of a weapon somehow, but since the changes are very minor, they are ignored.
EDIT: am I really that slow? ...
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1)
Icon: ReplaceableTextures\CommandButtons\BTNFlare.blp
Fireball Battery
Damage: 154 x 2
Dmg/s: 308
Range: 950
Cooldown: 1.00
Cost: 4400
Fireball Battery (Upgrade)
Damage: 154 x 2
Dmg/s: 410
Range: 950
Cooldown: 0.75
Cost: 1400
The icon is currently in use Bonfire. Replace the icon of Bonfire with "ReplaceableTextures\CommandButtons\BTNWitchDoctorMaster.blp".
Just like 2 Fireball Cannons in one. To fill the gap in "weapons with 950 range"-category. You got molotov cocktail and fireball cannon in it right now. This would make it possible to fight in mid-endgame situations with 950 range.
2)
Icon: ReplaceableTextures\CommandButtons\BTNGoblinLandMine.blp
Minethrower
Damage: 1600
Dmg/s: 800
Range: 860
Cooldown: 2.00
Cost: 10000
Minethrower (Upgrade)
Damage: 2400
Dmg/s: 1200
Range: 860
Cooldown: 2.00
Cost: 5000
To fill another gap in the "weapons with 860 range"-category.
I would really like those weapons. They would make the mid-end-game more interesting!
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Maybe one projectile with a cooldown about 0.95 (Upgrade: -0,25) and the other about 1.05 (Upgrade: -0,25) so the dmg/s stays the same but projectiles are not launched at the same time.
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FoelliX Wrote:Maybe one projectile with a cooldown about 0.95 (Upgrade: -0,25) and the other about 1.05 (Upgrade: -0,25) so the dmg/s stays the same but projectiles are not launched at the same time.
How about an entirely new projectile? Firelord perhaps?
Going long range in mid takes no skill, so stop telling yourselves otherwise.
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wepns with effects would be awsome like sticky napalm or somthing that slows speed or a chance to stun the target 8)
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what do you think about global weapons(passive&active)or tank abilities
Artillery:
cast time 3sec
duration 5 sec
cd:60
aoe:600
dps:300/450/600/750/900
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Yeah, the Idea sounds cool. But how to balance that? In my opinion there are some Problems:
At first: This weapon must - due to its DPS-effect - have less damage in relation to a weapon, which makes the same damage at the same range(and gold-price).
Then, the second Problem appears: DPS-Effecs can SIMPLE be knocked out by buying a "HPS-Kit" (Heal Per Second).
I know, this was just a simple example, but you can transport these problems at every effect of a cannon (also like poison, which also can slows?).
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and again a weapon suggestion for a special weapon. there won't be any like this. *sigh* ^^
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no aoe weaps in bt! all waeps are based at phoenix fire ability which has no aoe dam.. and it isn't possible to change it.