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 Post subject: New weapon ideas
PostPosted: Thu Mar 26, 2015 2:34 pm 
First Lieutenant
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OK, so after looking at some weapons to see what things they do, I came up with these. They are just some ideas for new weapon effects, which I think this game needs.

Shield Breaker
Mythical Side Weapon
2-3 Range
5-10 Electric Damage
Special: Drains energy to 0 regardless of amount, capped at 120
1 Use Per Battle
-30 Energy Per Use
85 Weight

Sticky Launcher
Mythical Top Weapon
4-6 Range
5-10 Physical Damage
Special: Sticky goo which disables movement except teleport (1 turn)
1 Use Per Battle
-23 Energy Per Use
63 Weight

CM (Cryogenic Material) Launcher
Mythical Top Weapon
4-6 Range
5-10 Electric Damage
-25 Heat Damage
Special: Decreases move distance (only on 2-walk distance legs) and weapon damage by 10% (2 turns)
1 Use Per Battle
-40 Energy Per Use
65 Weight

That's it for now, more to come! :D

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Last edited by KingSpikey on Thu Apr 02, 2015 11:30 am, edited 5 times in total.

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 Post subject: Re: New weapon ideas
PostPosted: Thu Mar 26, 2015 2:37 pm 
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KingSpikey wrote:
OK, so after looking at some weapons to see what things they do, I came up with these. They are just some ideas for new weapon effects, which I think this game needs.

Shield Breaker
Mythical
2-4 Range
5-10 Electric Damage
Special: Drains energy to 0 regardless of amount
1 Use Per Battle
-30 Energy Per Use

Sticky Launcher
Mythical
4-6 Range
5-10 Physical Damage
Special: Sticky goo which disables movement except teleport (3 turns)
1 Use Per Battle
-20 Energy Per Use

That's it for now, more to come! :D


I think the first would unbalance the game to be honest, but the second sounds really cool. But perhaps for less turns? Not sure about the rank 1's, but as a R4 physical mech 3 turns seems long (unless you mean less moves?)!

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 Post subject: Re: New weapon ideas
PostPosted: Thu Mar 26, 2015 4:46 pm 
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Both sound awesome!

Make the first one 100 kg and everything is balanced! :lol:

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 Post subject: Re: New weapon ideas
PostPosted: Thu Mar 26, 2015 4:47 pm 
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The first one in my opinion has too much range it should have either just 2 range or just 3 range considering how powerful it is however it could be an interesting addition

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 Post subject: Re: New weapon ideas
PostPosted: Thu Mar 26, 2015 6:10 pm 
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The first energy weapon has an issue. Extra energy damage is converted to electric damage so if you have 0 energy an electric sword will go 66-99+50 damage.

So if this proposed electric weapon drains all energy, will there be any additional energy damage to convert to electric damage?

If not, it seems pretty pointless since it only does 5-10 damage, can only be used once and probably will weigh a lot. Or it should weigh very little, and then it might have a specific 1 time purpose.

Many mechs (certainly physical types, and many heat types) don't rely at all on energy, so draining them without doing damage achieves nothing. The main drawback of having low energy on a physical mech is that you can get hit with enormous damage in a single turn. Special+sword+drone can do 230 damage easy if you're at 50 energy or lower.

Two deep drains and a drone will drain most opponents, but it suffers from the same issue: low damage.

Then again, a 1 time full energy drain will work wonders against an energy opponent because in an energy vs energy fight, the 1st to be drained usually won't be able to regain his energy and will lose without a fight. So it seems pretty unbalanced.

As for the second, when you say "disables movement" you mean walking/jumping, right? Can I use my weapons and harpoon? If that's the case I see no point in it. I rarely need to walk or jump around anyway.

And if it disables weapons, it's way too overpowered. Three turns without attacking means an automatic win for the other guy.


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 Post subject: Re: New weapon ideas
PostPosted: Fri Mar 27, 2015 11:01 am 
First Lieutenant
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Ogonna wrote:
The first energy weapon has an issue. Extra energy damage is converted to electric damage so if you have 0 energy an electric sword will go 66-99+50 damage.

So if this proposed electric weapon drains all energy, will there be any additional energy damage to convert to electric damage?

If not, it seems pretty pointless since it only does 5-10 damage, can only be used once and probably will weigh a lot. Or it should weigh very little, and then it might have a specific 1 time purpose.

Many mechs (certainly physical types, and many heat types) don't rely at all on energy, so draining them without doing damage achieves nothing. The main drawback of having low energy on a physical mech is that you can get hit with enormous damage in a single turn. Special+sword+drone can do 230 damage easy if you're at 50 energy or lower.

Two deep drains and a drone will drain most opponents, but it suffers from the same issue: low damage.

Then again, a 1 time full energy drain will work wonders against an energy opponent because in an energy vs energy fight, the 1st to be drained usually won't be able to regain his energy and will lose without a fight. So it seems pretty unbalanced.

As for the second, when you say "disables movement" you mean walking/jumping, right? Can I use my weapons and harpoon? If that's the case I see no point in it. I rarely need to walk or jump around anyway.

And if it disables weapons, it's way too overpowered. Three turns without attacking means an automatic win for the other guy.


For the first one, it drains all energy to 0 with no fixed energy drain, always drains to exactly 0, no less or more. This weapon is intended to be used in conjunction with other energy weapons. The potential 100 or more drain is why it is so heavy. Also it is capped at 120 energy drain now.

For the second, the goo it creates disables walking/jumping/charge for anyone who stands on it, it does nothing else, and disappears after 2 turns (4 action points). Could be used in a variety of ways, including physical and energy builds.

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 Post subject: Re: New weapon ideas
PostPosted: Thu Apr 02, 2015 4:04 am 
First Lieutenant
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Wow, another topic of mine no-one looks at now. :?

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 Post subject: Re: New weapon ideas
PostPosted: Thu Apr 02, 2015 6:21 am 
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KingSpikey wrote:
Sticky Launcher
Mythical Top Weapon
4-6 Range
5-10 Physical Damage
Special: Sticky goo which disables movement except teleport (2 turns)
1 Use Per Battle
-20 Energy Per Use
73 Weight


Yeah, double Call of Lightning ftw! Ground your opponent, then teleport next to him and finish him with CoL combos. Great Idea!

KingSpikey wrote:
CM (Cryogenic Material) Launcher
Mythical Top Weapon
4-6 Range
5-10 Electric Damage
-25 Heat Damage
Special: Decreases move distance and weapon damage (2 turns)
1 Use Per Battle
-40 Energy Per Use
55 Weight


Heat resistence-modul plus this weapon makes every heat mech useless. The damage of the heatweapons is already low enough (too low, imho) but with this you reduce the damage by 126 per round! (If the heaters has a drone and can use two weapons at you, 42 dmg-reduce per shot three shots = 126 damage reduced.) Are Heaters really that OP?

I really wonder if you ever really, really, really thought about your new weapons.


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 Post subject: Re: New weapon ideas
PostPosted: Thu Apr 02, 2015 11:32 am 
First Lieutenant
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smallSoldier1 wrote:
KingSpikey wrote:
Sticky Launcher
Mythical Top Weapon
4-6 Range
5-10 Physical Damage
Special: Sticky goo which disables movement except teleport (2 turns)
1 Use Per Battle
-20 Energy Per Use
73 Weight


Yeah, double Call of Lightning ftw! Ground your opponent, then teleport next to him and finish him with CoL combos. Great Idea!

KingSpikey wrote:
CM (Cryogenic Material) Launcher
Mythical Top Weapon
4-6 Range
5-10 Electric Damage
-25 Heat Damage
Special: Decreases move distance and weapon damage (2 turns)
1 Use Per Battle
-40 Energy Per Use
55 Weight


Heat resistence-modul plus this weapon makes every heat mech useless. The damage of the heatweapons is already low enough (too low, imho) but with this you reduce the damage by 126 per round! (If the heaters has a drone and can use two weapons at you, 42 dmg-reduce per shot three shots = 126 damage reduced.) Are Heaters really that OP?

I really wonder if you ever really, really, really thought about your new weapons.


Edited the stats. ;) 10% decrease on inferno for example, only decreases damage by 2-3 points. Not much. ;)

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 Post subject: Re: New weapon ideas
PostPosted: Thu Apr 02, 2015 3:33 pm 
First Lieutenant
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Just so everyone knows, these are just IDEAS for weapons with different abilities, reaching out from the basic weapon abilities that are in the game at the moment. :P

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