FAQFAQ   SearchSearch   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

DWAs as actual seige units
Goto page Previous  1, 2, 3  Next
 
Post new topic   Reply to topic    Drop Shock Forum Index -> Suggestions
View previous topic :: View next topic  
Author Message
haloguy48
Advanced


Joined: 12 Jul 2006
Posts: 1221
Location: Looking for Group archives

PostPosted: Thu Jul 30, 2015 12:44 pm    Post subject: Reply with quote

While I fully agree with that, the counter argument that's presented is more so of a cheaper alternative for those who just go for bandit nodes.

I honestly think a new DWA is needed overall. Or to change it into such a unit.

*ehem*



Death Whisper Artillery II


An improvement to the old Death Whisper, it has a longer range and a more devastating attack. Due to the length of its barrel it cannot hit targets close to it.

Stats
Shields: 45 [ +20%/ 10 Shields / Turn ]
Armor: 25
Controlled / Max Speed: 2 / 4


Combat Efficiency: 755 (Advanced)

Weapons
Build 11 20 10
Build 11 20 10




DWA II Abilities:
- Bonus to hit if it did not move last turn (2 gunnery levels)
- Bonus to dodge if it did not move last turn (1 gunnery level)
- Penalty to hit if it moved last turn (5 gunnery levels)
- Easier to hit if it moved last turn (2 gunnery levels)
- All weapons have a 0% chance to hit anything under 6 range.
- Main guns do 175% to buildings and 25% to units.
- Main guns have a Max range of 15.


Requirements:
DWA II requires 3,500 Ore.
DWA II requires 25 Command.




Neptune, holofeild, Advanced Optics, Crusader Long Gun
_________________
Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Thu Jul 30, 2015 1:01 pm    Post subject: Reply with quote

You just made a completely different unit and gave it the ONLY ability we are discussing adding to the existing one xD

Main gun can reach 15 or the effect "This unit has no Max Ballistic range"

Cant use gyro due to Build Effect existing, so only leaves SGA and Balanced

+5

15 range max.

=P Just remove range limitation on DWA or give it acti for +5
Back to top
View user's profile Send private message
Battalia
Elite


Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Fri Jul 31, 2015 9:51 am    Post subject: Reply with quote

Does nobody realize that they can ALSO be used for base defense? The weapon you all want to take down bases would also sit in the corner and snipe half your army before you got into the base itself...

The problem you are all running into is bases. They were designed incorrectly. They made hit and running extremely difficult to do. So if you want to fight, you HAVE to commit. And they aren't even valuable.

Bases SHOULD have had decent guns, none of these super weapons we have now, and CRAP TONNES of HP. Something that takes TIME to destroy, not commitment. This would give droppers and other people TIME to repel the attack, and the invaders the flexibility of not dying or winning and thats it.
_________________
Take care all. Goodbye.
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Fri Jul 31, 2015 10:53 pm    Post subject: Reply with quote

You shouldnt be able to hit&run a base....its a base. Its a commitment lol.


DWA doing reduced damage to units or no damage to units fixes that as well. I balanced it in my suggestions =P

They are a siege unit. And should only be applicable in that manor.
Back to top
View user's profile Send private message
Battalia
Elite


Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Sat Aug 01, 2015 8:24 am    Post subject: Reply with quote

True, true. When bunker busters hit infantry, it usually does reduced damage. Same with tank shells hitting infantry. And artillery. Since those shells were designed to do the maximum damage to armour, when they hit or are close to infantry it usually just knocks the wind out of them. Common tactic for Germans was to strap soldiers to tanks to bounce sherman shots, true story. It's why the Tiger wasn't penetrable from the front. Rolling Eyes

On a more serious note, as long as attackers are locked into combat, your base assaults will go 3 ways:

Attacker wins due to dropping too heavy.
Defender wins due to noticing attacker is too light and over-dropped
Nobody attacks due to stale mate.

Sounds like a lot of fun to me. Confused
_________________
Take care all. Goodbye.
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Sat Aug 01, 2015 11:44 am    Post subject: Reply with quote

The logic would be that the Siege is too inaccurate to hit a unit moving within a square. But it can hit stationary objects.


Units inside of a square are not necessarily considered motionless. Many units fit into the playing field of 1 square
Back to top
View user's profile Send private message
wannabe121
Advanced


Joined: 29 Jun 2006
Posts: 1502
Location: Estados Unidos, Indiana

PostPosted: Sat Aug 01, 2015 1:22 pm    Post subject: Reply with quote

In that case, make it deal reduced/no damage to units that move. You could just have stacks swap places with one another each turn. Beats defaulting to the wicker-man "size of a space" argument.
_________________
Dogg1000 wrote:
olla wrote:
... Much better than nukes, that's too North Korean IMHO.
If these nukes are north korean, implement them anyway. They wont get 3 squares before tripping on a rock and turning into salvage.
Back to top
View user's profile Send private message
Battalia
Elite


Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Sat Aug 01, 2015 3:45 pm    Post subject: Reply with quote

The REAL problem is you are all trying to invent something that can shoot bases from outside the base. Which means people want something they don't have to commit with. If you all want to go back to the days where a ballista can get up to 20 range, that's fine, just remember that everyone agreed that there was no point in building bases at that time, which was WHY the range cap was put into place.
_________________
Take care all. Goodbye.
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Sat Aug 01, 2015 6:01 pm    Post subject: Reply with quote

Bases have the same AI as bandits. If something is shooting at from out of view it targets it and goes after it.

You just couldnt build support only bases with triple phase like there is now, you have to actually have weapons down.
Back to top
View user's profile Send private message
Battalia
Elite


Joined: 24 Sep 2005
Posts: 3052
Location: Canada, eh?

PostPosted: Sat Aug 01, 2015 10:37 pm    Post subject: Reply with quote

Yes they do. And you want something that takes reduced damage from them, and can shoot them without the danger of meka's shooting you back Razz
_________________
Take care all. Goodbye.
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Sat Aug 01, 2015 10:44 pm    Post subject: Reply with quote

EXACTLY! Now you're on the same page =D
Back to top
View user's profile Send private message
Dogg1000
Advanced


Joined: 09 Jan 2009
Posts: 1819
Location: Arizona

PostPosted: Mon Aug 03, 2015 4:11 am    Post subject: Reply with quote

Im starting to like the idea of 15 range DWA, makes defenders come out. Though I would say giving all sensor building's deep view include corner vision would balance this a bit.
Back to top
View user's profile Send private message AIM Address MSN Messenger
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Mon Aug 03, 2015 1:03 pm    Post subject: Reply with quote

Agree with Dogg. Increase base view range and include corner view. Give DWA 15 range and lets make things a bit more interesting as far as fights go. The unit is still paper, 4-6 BTM could wipe out a whole army of em. But they would at least have to come out of the base to do it.
Back to top
View user's profile Send private message
Peace
Intermediate


Joined: 11 Aug 2006
Posts: 108

PostPosted: Mon Aug 03, 2015 1:05 pm    Post subject: Reply with quote

Can even add "Unit cant move if it Fired last turn"
Back to top
View user's profile Send private message
xyzc2
Intermediate


Joined: 08 Jul 2007
Posts: 427

PostPosted: Mon Aug 03, 2015 10:09 pm    Post subject: Reply with quote

I actually like the idea of no max listic range. With all the mods available isn't the max going to be 18 with terrible damage anyways?

But yeah - add range to the DWA and give base view range corner vision. Sure they're still paper, but you never siege a base without things to defend your siege units. Again the goal of this is to reduce the amount of base-sitting that happens and entice people to come out and play.
_________________
"Friendship is like peeing on yourself. Everybody sees it, but only you get the warm feeling it brings". -Wht

"Now I see you choosin' the hard way." - Booty Warrior
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Drop Shock Forum Index -> Suggestions All times are GMT - 7 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © phpBB Group