2014-05-22, 22:33:30
Alright, this time I'm taking or internal discussion back to the public again, because I feel that as much feedback is needed as possible this time.
Some changes in the last versions piled up and created a somewhat unwanted effect. Here are some ideas we came up with, to deal with it:
Since one main point was how mid game tanks were somewhat out of the current meta game, I'd suggest some of the following changes.
Make hulls more expensive. Not by much, lets say from 1250 / 2500 / 5000 to 1500 / 3000 / 6000 gold. This way, tanks become more gold efficient in comparison.
Negator Pack: In this case I'd probably go with the option of switching the Strength Pack with the Power Pack in the blueprint. This way Negator Pack actually becomes a lategame item and you can't just start saving for it after 15 min.
Net Launcher: Prog suggested, that you could make a skillshot item out of it. So you actually would have to aim, before you shoot. I wouldn't want to make it too hard to hit, but I can see it working out, while maybe also making the item a bit more interesting. This might go hand in hand with a change to a permanent item, but I'm not sure about that yet.
Axe Launcher: This item does not really have much to do with the problem presented here, but since people have been bothering me about it for quite some time now, I'll just present my latest idea: make Axe a bouncing weapon. It would work in a way, that it deals less damage against a single target, but about as much as now against two.
Storm Tank: I think I'd actually go with the higher price for the tank, along with some tweaks to its numbers and mechanics, to make it fit better into its new place.
Air Ship: not really sure here right now. Maybe with the other changes, it will balance itself out?
Demon Tank: I'd go with a change to the stun here. Prog suggested reducing the stun against air targets. Maybe I'll go with that or maybe I'll do something different, but this will be the general direction in which I want to go.
Some changes in the last versions piled up and created a somewhat unwanted effect. Here are some ideas we came up with, to deal with it:
Since one main point was how mid game tanks were somewhat out of the current meta game, I'd suggest some of the following changes.
Make hulls more expensive. Not by much, lets say from 1250 / 2500 / 5000 to 1500 / 3000 / 6000 gold. This way, tanks become more gold efficient in comparison.
Negator Pack: In this case I'd probably go with the option of switching the Strength Pack with the Power Pack in the blueprint. This way Negator Pack actually becomes a lategame item and you can't just start saving for it after 15 min.
Net Launcher: Prog suggested, that you could make a skillshot item out of it. So you actually would have to aim, before you shoot. I wouldn't want to make it too hard to hit, but I can see it working out, while maybe also making the item a bit more interesting. This might go hand in hand with a change to a permanent item, but I'm not sure about that yet.
Axe Launcher: This item does not really have much to do with the problem presented here, but since people have been bothering me about it for quite some time now, I'll just present my latest idea: make Axe a bouncing weapon. It would work in a way, that it deals less damage against a single target, but about as much as now against two.
Storm Tank: I think I'd actually go with the higher price for the tank, along with some tweaks to its numbers and mechanics, to make it fit better into its new place.
Air Ship: not really sure here right now. Maybe with the other changes, it will balance itself out?
Demon Tank: I'd go with a change to the stun here. Prog suggested reducing the stun against air targets. Maybe I'll go with that or maybe I'll do something different, but this will be the general direction in which I want to go.
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