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New Weapons Thread
#21
How about it attack corpses and revive them by interval. eg.:
Cost: 3500
Cooldown: 1.8
Range: 750
Special: Revives a corpse with 500hp

Upgrade Cost:1500
+200hp to revived unit.

Another weapon to make a synergy:Big Grin

Sanitizer
Cost: 4500
Heal: 150
Cooldown: 0.2
Range: 650
Heals creeps only
Change mode to hero only:
-65 heal
Trolololo
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#22
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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#23
Yea I know. But they decay in 2 sec right? Or is it included in death animation?
2sec is enough or you will get an undead army anyway..Big Grin
Trolololo
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#24
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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#25
Thanks horse and OP for the calculator. Very helpful.
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#26
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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#27
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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#28
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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#29
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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#30
FoelliX Wrote:Just like 2 Fireball Cannons in one.
I like the idea, but I hate the animation wich 2 fireballs do when shooting concurrently. Some issue about transparency adding up don't know.
On the other hand, i like weapons with multiple projectiles!!!
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#31
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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#32
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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#33
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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#34
superslang Wrote:wepns with effects would be awsome like sticky napalm or somthing that slows speed or a chance to stun the target 8)
So everyone would use only those weapons or at least, everyone will have 1 of them in the inventory. And damage+effect PLUS Skills, other Items... this Game will become to complex for me... :mrgreen:
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#35
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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#36
Ger-Dyers-Eve Wrote:
superslang Wrote:wepns with effects would be awsome like sticky napalm or somthing that slows speed or a chance to stun the target 8)
So everyone would use only those weapons or at least, everyone will have 1 of them in the inventory. And damage+effect PLUS Skills, other Items... this Game will become to complex for me... :mrgreen:
indeed , maybe just wepns with dmg duration like napalm that burns the target after for few seconds
flamethrower:
cost:4k
range:800
dmg:300
dps:300
cd:1
burn effect:50dps for 3sec
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#37
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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#38
thought this would be a cool AOE weapon for early game. could be to powerfull....idk.

Acid bomb

animation: maybe just a green molitov?

picture: i dont have the exact name but its the skull that has a cork in the top of it.

cost: 1550
sell price: 775

range: 950

Damage:150

cooldown: 1.4 sec

aoe radius: i was thinking maybe just a 100 range of the aoe

aoe damage: 100

dps: i tried the weapon calculator but it didnt work...



Upgrade cost: 1000

Upgrade: +60 damage, aoe damage +35


hope thats an acceptable weaponBig Grin
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#39
and again a weapon suggestion for a special weapon. there won't be any like this. *sigh* ^^
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#40
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.
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