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Average game length - options for change
#20
First thanks for feedback on your discussion.
(2014-05-22, 22:33:30)Exodus Wrote: 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.
good thing to do, I have 1 question does hull give armor in 8.80 (sorry I didnot pay attention to this while playing)? if it does great, if it doesnot I think it could be a good idea to make hull a hp +armor bonus item like +1 for light +2 for stell +3 for gold or something like that.

(2014-05-22, 22:33:30)Exodus Wrote: 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.
good idea too. I got another suggestion for strenght pack : can you use it for the other blue print the damage reduction one?
other question : does Prog suggestion about not allowing weapons to fire while invul will be implemented too?


(2014-05-22, 22:33:30)Exodus Wrote: 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.
I like the idea, but I fear that this item wil be less used. Already underused now when fighting sky fort, only good players sacrify a slot for it or are able to use mech to do this.

(2014-05-22, 22:33:30)Exodus Wrote: 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.
good stuff too : I think it should deal the normal dammage to the first target and the bonus dammage (cause it is ground only) to the other(s?) target. So it still remain a normal weapon 1v1.

(2014-05-22, 22:33:30)Exodus Wrote: 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.
will it goes with hp buff as it will cost more?

(2014-05-22, 22:33:30)Exodus Wrote: 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.
reduce stun duration to 2, maybe 1.5. demon is supposed to be anti air, and it has a special skill for it wich slow air ( ithink its enough) and with the buff to ulti which draw units (which is kind a soft stun) It really dont need to be that power full against all kind of tank. gobo stun is 2.5 but only ground, hunter is up to 2.5 (i think ) but it is easier to escape (seeing animation and speed). rocket of heavy is slower and easier to avoid with tp. but the demon stun goes fast and straight to any tank.


Ty,
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Messages In This Thread
RE: Average game length - options for change - by ckibibi - 2014-05-23, 10:35:03
RE: The new bounty and spree system - by Wupti - 2014-05-17, 19:23:16
RE: The new bounty and spree system - by eSVau - 2014-05-17, 19:57:59
RE: The new bounty and spree system - by Prog - 2014-05-17, 20:28:30

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