NAC: Weaponry
Posted: Tue Nov 01, 2016 10:55 am
This thread is a part of series which I call "New Age Combat (NAC)" and I want to post them all hoping that 0.16 will be a patch dedicated to reworking combat and endgame.
I will differentiate 3 major types of weaponry: handheld, close range turrets and artillery.
1. Handheld.
Currently there is a huge imbalance regarding handheld weapons. The way I see it:
a. Bullet weaponry progress: Pistol - SMG - LMG. This weapon's selling point is that it always hits target making use of automatic [Space button] firing from a medium range. This weapon allows you to keep enemies at a distance and keep yourself safe while engaging a small to medium number of enemies.
b. Shotgun progress: Shotgun - Combat shotgun. A really destructive in close range it puts yourself in danger of close range combat however the dps you give out is much higher. This weapon should really have high impact like oneshot a biter at close range. In its current state early game shotgun is absolutely useless. Also there is mostly no sense as common shotgun should have 2 shots and reload and combat shotgun should have 12 and consume much more ammo which is not the case.
c. Flamethrower. IMO has too much range currently. Should be close range AOE damage.
d. Rocket launcher. Should be really long range, low rate of fire but extreme damage per hit with a moderate AOE effect. Used to snipe stationary targets like nests or worms from a safe range.
2. Close range turrets.
I am trying to give every turret a unique role to prevent spamming a single turret type.
a. Machine gun turret. Has a high rate of fire, medium range, low damage per hit. Its main goal is to kill or finish single targets. Prioritizes smaller targets.
b. Laser turret (shifted much later in the game). Low rate of fire, high range, high damage. Prioritizes big targets. Can be overrun by a big number of smaller targets.
c. Flamethrower turret. Medium range, medium damage AOE turret which ignites enemies.
d. Electric discharge turret (lategame). Medium range low rate of fire AOE turret which acts like a templar in StarCraft.
3. Artillery.
Artillery cannons can not automaticly target biters as they are too slow for that. They can attack biter nests and worms. They need a decent time to aim at their target.
Artillery as a new weapon class is designed to keep biters from nesting near your base. If biters are kept far then they will have much less overall agression on your perimeter.
a. Cannon artillery turret. Extreme range, extremely low rate of fire. The damage is compared to a current tank cannon do it 2-3 shots a biter nest. Requires cannon shells which tank currently uses.
b. Rocket artillery turret. Higher range compared to cannon and also a decent sized explosion. Requires rockets to fire.
c. Ion Cannon. Super late game satellite which can fire ion bursts from orbit. It is already implemented in Ion Cannon mod.
I will differentiate 3 major types of weaponry: handheld, close range turrets and artillery.
1. Handheld.
Currently there is a huge imbalance regarding handheld weapons. The way I see it:
a. Bullet weaponry progress: Pistol - SMG - LMG. This weapon's selling point is that it always hits target making use of automatic [Space button] firing from a medium range. This weapon allows you to keep enemies at a distance and keep yourself safe while engaging a small to medium number of enemies.
b. Shotgun progress: Shotgun - Combat shotgun. A really destructive in close range it puts yourself in danger of close range combat however the dps you give out is much higher. This weapon should really have high impact like oneshot a biter at close range. In its current state early game shotgun is absolutely useless. Also there is mostly no sense as common shotgun should have 2 shots and reload and combat shotgun should have 12 and consume much more ammo which is not the case.
c. Flamethrower. IMO has too much range currently. Should be close range AOE damage.
d. Rocket launcher. Should be really long range, low rate of fire but extreme damage per hit with a moderate AOE effect. Used to snipe stationary targets like nests or worms from a safe range.
2. Close range turrets.
I am trying to give every turret a unique role to prevent spamming a single turret type.
a. Machine gun turret. Has a high rate of fire, medium range, low damage per hit. Its main goal is to kill or finish single targets. Prioritizes smaller targets.
b. Laser turret (shifted much later in the game). Low rate of fire, high range, high damage. Prioritizes big targets. Can be overrun by a big number of smaller targets.
c. Flamethrower turret. Medium range, medium damage AOE turret which ignites enemies.
d. Electric discharge turret (lategame). Medium range low rate of fire AOE turret which acts like a templar in StarCraft.
3. Artillery.
Artillery cannons can not automaticly target biters as they are too slow for that. They can attack biter nests and worms. They need a decent time to aim at their target.
Artillery as a new weapon class is designed to keep biters from nesting near your base. If biters are kept far then they will have much less overall agression on your perimeter.
a. Cannon artillery turret. Extreme range, extremely low rate of fire. The damage is compared to a current tank cannon do it 2-3 shots a biter nest. Requires cannon shells which tank currently uses.
b. Rocket artillery turret. Higher range compared to cannon and also a decent sized explosion. Requires rockets to fire.
c. Ion Cannon. Super late game satellite which can fire ion bursts from orbit. It is already implemented in Ion Cannon mod.