Weapons balanced on usage not tech level
Posted: Tue May 31, 2016 1:28 pm
This is maybe already suggested (yes i have searched for it but there are so many weapon suggestions)
With that said you will probably have you stomach full of it and stil here i am posting some suggestions about it
First of all there is to little diffrence between damage types (physical - explosion - laser- fire - electric).
It would be nice that every weapon even late game has it's purpose and would be used, even the pistol.
Physical: should do almost no damage vs rocks buildings three's and alien spawn bases.
explosion: should do extra damage vs rocks buildings three's and alien spawn bases. but less to biters
Laser: should do good damage vs everything
electric should stun enemies preventing them to move.
Fire: should have an alternate effect for a few seconds, to biters slowdown and spitters preventing from attacking, on spawn bases preventing them to spawn biters. If a three got hit even a small bit it should burn completely down.
Then some weapons may be acting diffrent:
Pistol: should not slow you down when you shoot, so it would be a good hit and run and still shoot weapon.
SMG should do extra damage, there should be no physical weapon better to shoot single biters.
Shotgun: Currently WAY to OVERPOWERED, range should be significantly reduced, it is good against pacs of biters comming from one direction. should not be effective against buildings or spawn bases att all.
Normal shotgun: should do extra damage then the combat shotgun combat shotgun: just have faster rate of fire but of course drains ammo quite fast.
Flamethrower: mostly explained in fire but it should have a much longer range It would be nice to have flamthrower ammo in empty and full variants. When you shoot it you get empty cannisters of flamer ammo so you can fill it again like oil barrel works and you have a non resource cost weapon apart from oil.
Grenades: Should have a small detonation timer of 1-3 seconds when it lands. with this "handicap" the grenade should do more damage.
Missiles: should just like grenades be very effective against buildings (normal rocket 2 shots to destroy base, explosion rockets 3 shots). It should be less effective against biters. this will also descourages people to attack them with them and get them selfs blow up with their own missiles
Another idea to match with the production/consumption mind of factorio to give weapons durability like tools. so they eventually break down and you have to craft another one.
p.s. i know there is somewhere a topic wich fuses all of these related topic, since i don't know wich one you prefer this to be in i leave it to you to move it to it's proper destination .
I do hope i might have givven an idea worthy of development.
With that said you will probably have you stomach full of it and stil here i am posting some suggestions about it
First of all there is to little diffrence between damage types (physical - explosion - laser- fire - electric).
It would be nice that every weapon even late game has it's purpose and would be used, even the pistol.
Physical: should do almost no damage vs rocks buildings three's and alien spawn bases.
explosion: should do extra damage vs rocks buildings three's and alien spawn bases. but less to biters
Laser: should do good damage vs everything
electric should stun enemies preventing them to move.
Fire: should have an alternate effect for a few seconds, to biters slowdown and spitters preventing from attacking, on spawn bases preventing them to spawn biters. If a three got hit even a small bit it should burn completely down.
Then some weapons may be acting diffrent:
Pistol: should not slow you down when you shoot, so it would be a good hit and run and still shoot weapon.
SMG should do extra damage, there should be no physical weapon better to shoot single biters.
Shotgun: Currently WAY to OVERPOWERED, range should be significantly reduced, it is good against pacs of biters comming from one direction. should not be effective against buildings or spawn bases att all.
Normal shotgun: should do extra damage then the combat shotgun combat shotgun: just have faster rate of fire but of course drains ammo quite fast.
Flamethrower: mostly explained in fire but it should have a much longer range It would be nice to have flamthrower ammo in empty and full variants. When you shoot it you get empty cannisters of flamer ammo so you can fill it again like oil barrel works and you have a non resource cost weapon apart from oil.
Grenades: Should have a small detonation timer of 1-3 seconds when it lands. with this "handicap" the grenade should do more damage.
Missiles: should just like grenades be very effective against buildings (normal rocket 2 shots to destroy base, explosion rockets 3 shots). It should be less effective against biters. this will also descourages people to attack them with them and get them selfs blow up with their own missiles
Another idea to match with the production/consumption mind of factorio to give weapons durability like tools. so they eventually break down and you have to craft another one.
p.s. i know there is somewhere a topic wich fuses all of these related topic, since i don't know wich one you prefer this to be in i leave it to you to move it to it's proper destination .
I do hope i might have givven an idea worthy of development.