THOUGHTS: Demo trucks, mines, chronotank, range indicators.
Posted: Mon Dec 17, 2012 5:20 am
Will these things be tweaked?
Chrnotanks are useless because they cant teleport far enough, demo trucks are as powerful as a regular nuke, and mines are too easily spammed.
So for chronotanks give their shift a lot more range, and make it so you can teleport them in group and not just individually?
Demo Trucks make them weaker and less range on the damage.
Mines? Maybe set it up so that a mine cannot be placed directly adjacent to another? So they have to go in a checkered pattern?
Give them XX% chance to set off adjacent mines when they go off?
Make them destroyable? Only way to do so now is a nuke or suicide your tanks.
AT mines can be placed in even number cells, AP mines in odd number cells? (lol nobody uses AP mines)
Limit the amount of mine layers a player can build?
GLITCH: Mines can be driven over and not set off if if the vehicle leaves the cell in a different direction then it entered. IE: Drives into cell headed south then turns southeast before leaving.
Range indicators: When you are placing a building you can see the range of all buildings of that type, but if you select one you only see that individual buildings range. Would be nice to see all of them at once.
Chrnotanks are useless because they cant teleport far enough, demo trucks are as powerful as a regular nuke, and mines are too easily spammed.
So for chronotanks give their shift a lot more range, and make it so you can teleport them in group and not just individually?
Demo Trucks make them weaker and less range on the damage.
Mines? Maybe set it up so that a mine cannot be placed directly adjacent to another? So they have to go in a checkered pattern?
Give them XX% chance to set off adjacent mines when they go off?
Make them destroyable? Only way to do so now is a nuke or suicide your tanks.
AT mines can be placed in even number cells, AP mines in odd number cells? (lol nobody uses AP mines)
Limit the amount of mine layers a player can build?
GLITCH: Mines can be driven over and not set off if if the vehicle leaves the cell in a different direction then it entered. IE: Drives into cell headed south then turns southeast before leaving.
Range indicators: When you are placing a building you can see the range of all buildings of that type, but if you select one you only see that individual buildings range. Would be nice to see all of them at once.