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#43 - Brightlance Rebalance (ADDED-CLOSED)

 
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Vanoi
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PostPosted: Sun Jan 13, 2013 9:46 pm    Post subject: #43 - Brightlance Rebalance (ADDED-CLOSED) Reply with quote

I had a discussion in All Chat and we all agreed that for the 100 CE difference between Brightlance and Supernova.

I gave it a default -1 recharge all added weapons and also a 15 shield bump to give it an even 100 Hp.

https://sourceforge.net/p/dropshock/tickets/43/
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Last edited by Vanoi on Sun Feb 03, 2013 12:16 am; edited 1 time in total
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Dark Leth
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PostPosted: Sun Jan 13, 2013 9:56 pm    Post subject: Reply with quote

Support.
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ChaosKiNg3
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PostPosted: Mon Jan 14, 2013 7:51 pm    Post subject: Reply with quote

Looks great.
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khaibar
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PostPosted: Tue Jan 15, 2013 2:52 am    Post subject: Reply with quote

The -1 recharge to energy weapons is the only thing that makes ares usable as army unit in my opinion

If you guys are going to give that bonus to Brightlance, something else should be given to Ares that replaces the -1 recharge it gets now. It's better not to be repetitive in bonuses, each unit should be somehow unique.

How about all energy weapons {except built in anti-a} become Plasma and all missile weapons become sabot and receive +1 range to make up for cluster missiles not being usable anymore?

Such an update would make Ares a good anti-Armor unit. The built in anti-armor weapon makes it even better.
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Slayer_666
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PostPosted: Tue Jan 15, 2013 3:28 am    Post subject: Reply with quote

Support.

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Vanoi
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PostPosted: Tue Jan 15, 2013 10:36 am    Post subject: Reply with quote

khaibar wrote:
The -1 recharge to energy weapons is the only thing that makes ares usable as army unit in my opinion


The Ares is 675 CE compared to the Brightlance's 900, and the Ares has the 30% defense. It's more of an all around while the Brightlance is straight energy.
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ChaosKiNg3
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PostPosted: Tue Jan 15, 2013 7:28 pm    Post subject: Reply with quote

Not to mention it is crazy inbuilts like that one which make thew few useful units...useful in the first place! If you limit things like +range and -cooldown to 1 unit then that unit will get used way more by default.

Look at missiles. Wyv and Ballista are the only two units capable of using Triad effectively due to their inbuilt +1 range mod. Same with Clops and Deathlance. In this sense the BL has a base gun recharge of 1 which means even an E var is almost wasted and trying to fit a 2/3 recharge weapon becomes oddly inefficient. Giving the BL this inbuilt is a great idea.
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sirstephen
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PostPosted: Thu Jan 17, 2013 11:51 am    Post subject: Reply with quote

support
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Walterohdim
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PostPosted: Thu Jan 17, 2013 5:35 pm    Post subject: Reply with quote

Support. After thinking about it this would be better then additional movement.
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ChaosKiNg3
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PostPosted: Fri Jan 18, 2013 12:00 pm    Post subject: Reply with quote

Could we also remove the one dinky gun for a small dmg buff to the main ones or a support stat like +1 speed?
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Slayer_666
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PostPosted: Fri Jan 18, 2013 12:07 pm    Post subject: Reply with quote

ChaosKiNg3 wrote:
Could we also remove the one dinky gun for a small dmg buff to the main ones or a support stat like +1 speed?


Or make it Leech shields for the damage it does, and add to the user's health for that turn - Encourages people to get up close and personal.


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ChaosKiNg3
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PostPosted: Fri Jan 18, 2013 12:49 pm    Post subject: Reply with quote

I don't know, not sure that would have any real effect on....anything. Not for the amount it would offer. 1 more gun on anything would make it moot Razz
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