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Cloaking Mech Unit Concept

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Date Editor Before After
9/21/2013 5:13:12 AMAUrankAdminSaktoth before revert after revert
9/21/2013 5:08:13 AMAUrankAdminSaktoth before revert after revert
9/21/2013 5:04:50 AMAUrankAdminSaktoth before revert after revert
9/21/2013 5:01:08 AMAUrankAdminSaktoth before revert after revert
9/21/2013 4:59:43 AMAUrankAdminSaktoth before revert after revert
Before After
1 Something like the catapault is 'accurate'... it has so much AoE, what are you going to miss with it? 1 Something like the catapault is 'accurate'... it has so much AoE, what are you going to miss with it?
2 \n 2 \n
3 It's accurate to run some Riot for the Sniper. Scythe is good here, but is better against mid-level units than against things like Fleas and Glaives. Warriors just tend to get picked off. 3 The Mech accurate to run some Riot for the Sniper. Scythe is good here, but is better against mid-level units than against things like Fleas and Glaives. Warriors just tend to get picked off in late game.
4 \n 4 \n
5 A single useful burst would be too much like the Sniper, and as for an AoE blap that's kind of what the Tick is meant to be here. Layering them on top of eachother would be a bit pointless, if you stun them and they instantly die why stun them? 5 A single useful burst would be too much like the Sniper, and as for an AoE blap that's kind of what the Tick is meant to be here. Layering them on top of eachother would be a bit pointless, if you stun them and they instantly die why stun them?
6 \n 6 \n
7 I don't want to add more high damage AoE that cleans up Skirm packs etc: We already have too much of that. I don't want it to be another Ultimatum, Skuttle or Spy that is just like: 7 I don't want to add more high damage AoE that cleans up Skirm packs etc: We already have too much of that. I don't want it to be another Ultimatum, Skuttle or Spy that is just like:
8 [img]http://31.media.tumblr.com/tumblr_lwk0tsl3v31qaxgvxo1_250.gif[/img] 8 [img]http://31.media.tumblr.com/tumblr_lwk0tsl3v31qaxgvxo1_250.gif[/img]
9 \n 9 \n
10 But rather something that uses it's cloak as a part of the larger 'Retreat/Repair' mechanic that heavies tend to favour. It still has the 'Surprise' factor because of it's Tick Cannon and front-loaded damage but it's not a 1-shot pony. The tick cannon reload should probably sync with the ammo cycle so you can tick when you go in, waste all your ammo, then tick again to retreat if you need to. 10 But rather something that uses it's cloak as a part of the larger 'Retreat/Repair' mechanic that heavies tend to favour. It still has the 'Surprise' factor because of it's Tick Cannon and front-loaded damage but it's not a 1-shot pony. The tick cannon reload should probably sync with the ammo cycle so you can tick when you go in, waste all your ammo, then tick again to retreat if you need to.
11 \n 11 \n
12 The ammo mechanic would require no micro beyond a bit of avoiding bad targets and retreating when the ammo is all gone. You don't have to activate it or press any buttons. So I don't see how this makes it more complicated on top of the tick cannon. Honestly I think any unit over 1k cost or so should have a couple of mechanics to juggle so the player is engaged with it. 12 The ammo mechanic would require no micro beyond a bit of avoiding bad targets and retreating when the ammo is all gone. You don't have to activate it or press any buttons. So I don't see how this makes it more complicated on top of the tick cannon. Honestly I think any unit over 1k cost or so should have a couple of mechanics to juggle so the player is engaged with it.
13 \n 13 \n
14 The Tick Launcher would work thus: Any tick set to gaurd the Mech or any Tick the Mech guards is loaded into the Launcher (perhaps up to a max). It could possibly also just be set to suck up nearby ticks (maybe on a toggle). Then, on a long reload, it can launch the tick out which travels through the air as if under impulse to it's target. Not sure whether it should explode on impact or whether the ticks can then be moved around. The reload should probably be the only way to get the ticks out other than the mech dying, which is why I tend towards the ticks not dying on impact and being the only way to get them out once they're in (otherwise there is some other 'unload ticks' button which can be used to make a zero-range stun blast, though maybe that's okay complication..?). The problem with not dying on impact is that you might use the tick cannon, then the tick doesn't go off and you take tons of damage. 14 The Tick Launcher would work thus: Any tick set to gaurd the Mech or any Tick the Mech guards is loaded into the Launcher (perhaps up to a max). It could possibly also just be set to suck up nearby ticks (maybe on a toggle). Then, on a long reload, it can launch the tick out which travels through the air as if under impulse to it's target. Not sure whether it should explode on impact or whether the ticks can then be moved around. The reload should probably be the only way to get the ticks out other than the mech dying, which is why I tend towards the ticks not dying on impact and being the only way to get them out once they're in (otherwise there is some other 'unload ticks' button which can be used to make a zero-range stun blast, though maybe that's okay complication..?). The problem with not dying on impact is that you might use the tick cannon, then the tick doesn't go off and you take tons of damage.