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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 5 posts ] 

Good Idea?
Yes 100%  100%  [ 2 ]
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No 0%  0%  [ 0 ]
Total votes : 2
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 Post subject: New energy-draining weapons for level 30
PostPosted: Mon Mar 23, 2015 2:36 pm 
First Lieutenant
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Joined: Tue Apr 08, 2014 4:45 am
Posts: 523
Location: The Cactus Fortress
At the moment there is only the CoL for draining energy at level 30, so I think there should be more weapons designed for energy draining at this level. Here are some possible stats:

EMP Laser
Mythical/Legendary
Top Weapon, 3-5 Range
10-20 Electric Damage
75 Energy Drain
2 Uses Per Battle
-25 Energy Per Use
58 Weight

EMP Shotgun
Mythical/Legendary
Side Weapon, 2 Range, 2 Knockback
40-75 Electric Damage
50 Energy Drain
2 Electric Resistance Drain
-15 Energy, +12 Heat and -15 Bullets Per Use
74 Weight

EMP Launcher
Mythical/Legendary
Top Weapon, 4-6 Range, 1 Knockback
45-55 Electric Damage
45 Energy Drain
3 Electric Resistance Drain
3 Uses Per Battle
-16 Energy, +10 Heat and -15 Rockets Per Use
54 Weight

EMP Grenade
Mythical/Legendary
Side Weapon, 3-4 Range
25 Electric Damage
65 Energy Drain
2 Electric Resistance Drain
2 Uses Per Battle
-20 Energy and +12 Heat Per Use
72 Weight

CoL should have 35 energy drain instead of 50 to accommodate these weapons, and damage decreased to 60-80.

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Last edited by KingSpikey on Tue Mar 24, 2015 11:30 am, edited 1 time in total.

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 Post subject: Re: New energy-draining weapons for level 30
PostPosted: Tue Mar 24, 2015 10:59 am 
Corporal
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Joined: Fri Sep 12, 2014 7:22 pm
Posts: 46
Nice to see people thinking of new ideas for weapons. There really aren't any good energy weapons other than CoL are there? CoL is what a rank 24 rare? At least it's cheap and easy for people to put together an energy mech that can do alright.
I have worked around this by only using energy sword, drone, hook, and teleport and all my other weapons are physical now because they actually do some damage. Rank 1 players either have enough regen that _most_ energy weapons are pointless or enough hp and no reliance on energy to use their weapons that they can ignore the extra damage.

I couldn't ever see myself using a weapon that needs rockets on an energy mech though. Module slots are too precious to carry them.

I'd love to see a decent heat weapon other than shotgun that works at range 2 as well. Would help them fight physical mechs and makes sense with Hell Force having 1 knockback.


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 Post subject: Re: New energy-draining weapons for level 30
PostPosted: Tue Mar 24, 2015 12:44 pm 
Sergeant
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Joined: Wed Nov 19, 2014 4:42 pm
Posts: 115
Viceraa wrote:
I'd love to see a decent heat weapon other than shotgun that works at range 2 as well. Would help them fight physical mechs and makes sense with Hell Force having 1 knockback.


It's Ok that the diffenrent damage-types got differend weaknesses.

NRG got problems with fights over long range. Just no good top weapons. But they are very dangerous in close combat and range 1-4.

Heat is good in cc (slamer, sword, legs - but weaker there as nrg or physics), good in mid-range and really good in long range fights. But got a real problem in range 2.

But I don't see any problems for physic mechs.
Meteor and Demolisher for cc, Demolisher + Needleblasters for mid-range and really good top weapons with lot of dmg and resisrence drain for semi-long range plus the drone with the most dmg.

I think here is the real problem.
Physics are just too strong today without any weaknesses in any range.
They do the most dmg in every range, drain resistence with every attack, don't need nrg ... a fight vs. a physic is always a bit boring because the physic doesn't really have to move or play tactical. Just shoot, shoot, shoot cause they do superior dmg in every range.


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 Post subject: Re: New energy-draining weapons for level 30
PostPosted: Tue Mar 24, 2015 3:01 pm 
First Lieutenant
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Joined: Tue Apr 08, 2014 4:45 am
Posts: 523
Location: The Cactus Fortress
smallSoldier1 wrote:
Viceraa wrote:
I'd love to see a decent heat weapon other than shotgun that works at range 2 as well. Would help them fight physical mechs and makes sense with Hell Force having 1 knockback.


It's Ok that the diffenrent damage-types got differend weaknesses.

NRG got problems with fights over long range. Just no good top weapons. But they are very dangerous in close combat and range 1-4.

Heat is good in cc (slamer, sword, legs - but weaker there as nrg or physics), good in mid-range and really good in long range fights. But got a real problem in range 2.

But I don't see any problems for physic mechs.
Meteor and Demolisher for cc, Demolisher + Needleblasters for mid-range and really good top weapons with lot of dmg and resisrence drain for semi-long range plus the drone with the most dmg.

I think here is the real problem.
Physics are just too strong today without any weaknesses in any range.
They do the most dmg in every range, drain resistence with every attack, don't need nrg ... a fight vs. a physic is always a bit boring because the physic doesn't really have to move or play tactical. Just shoot, shoot, shoot cause they do superior dmg in every range.


I agree. All physical bullet-based weapons should generate heat. The wipeout should require energy and all physicals should do less dmg for more bullets.

_________________
Veteran from 2014, when the game was better in my opinion.



I occasionally come back to see what's been going on.


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 Post subject: Re: New energy-draining weapons for level 30
PostPosted: Tue Mar 24, 2015 5:40 pm 
First Lieutenant
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Joined: Thu Feb 06, 2014 1:36 am
Posts: 417
Gender: female
You can kill physical mechs with an electric or heat build. You have to either drain their energy in two turns and follow up with electrical hits that push them out of range. OR Overheat them keeping them in close range- or weapons that keep them out of range while you camp a corner.

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