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War of Conquest 2017-12-09T22:59:24 https://warofconquest.com/forum/app.php/feed/topic/25 2017-12-09T22:59:242017-12-09T22:59:24 https://warofconquest.com/forum/viewtopic.php?t=25&p=110#p110 <![CDATA[Re: Rocket launchers]]>
  • The cooldown times of Cannons, Artillery Batteries and Rocket Launchers have been tripled to 15 seconds.
  • Rocket Launcher I's max damage has been decreased from 100 to 90.
  • Increased the attack range of each tier of Guided Missile Station by 1, to make them more capable of dealing with Rocket Launchers.
  • Decreased the damage dealt by Guided Missile stations by roughly one half, so that each hit by one is no longer a sure kill.
This is just a first pass, and will probably need modifying. Are the cooldown times too long now? Does the increased range make Guided Missile too powerful? Or does its decreased damage weaken it too much? Let's find out.

Note that building walls in the midst of battle is potentially a good defense against weapons like rocket launchers now, so I don't want to make guided missile too overpowered.

Statistics:Posted by Mike — Sat Dec 09, 2017 10:59 pm


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2017-12-09T20:59:452017-12-09T20:59:45 https://warofconquest.com/forum/viewtopic.php?t=25&p=106#p106 <![CDATA[Re: Rocket launchers]]>
Cannon: 2
Artillery Battery: 3
Rocket Launcher: 4

Guided Missile Station I: 2
Guided Missile Station II: 3
Guided Missile Station III: 4

Guided Missile II already has the same range as Rocket Launcher. So, are you saying that the range of each tier of guided missile should be increased by 1, so that Guided Missile III has longer range (by 1) than rocket launcher? Alternately, the range of Cannon, Artillery Battery and Rocket Launcher could each be decreased by 1.

Statistics:Posted by Mike — Sat Dec 09, 2017 8:59 pm


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2017-12-09T20:20:572017-12-09T20:20:57 https://warofconquest.com/forum/viewtopic.php?t=25&p=104#p104 <![CDATA[Re: Rocket launchers]]> Statistics:Posted by Loki — Sat Dec 09, 2017 8:20 pm


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2017-12-09T17:59:132017-12-09T17:59:13 https://warofconquest.com/forum/viewtopic.php?t=25&p=97#p97 <![CDATA[Re: Rocket launchers]]>
Energy cost means pretty much nothing. Lower damage, range and rockets.. maybe consider tweaking them in tier I, II and III. Rocket launchers seem to be fairly easy to get. Around level 20 if you beeline (i read in chat, havent checked). Tier I and II are pretty much equal right now. Maybe make tier I weaker, less rockets and range.

Another idea is maybe to give them minimum range? so they cant target squares right next to them. But then an array of them is still a workaround.

Statistics:Posted by Sphinx — Sat Dec 09, 2017 5:59 pm


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2017-12-09T17:51:472017-12-09T17:51:47 https://warofconquest.com/forum/viewtopic.php?t=25&p=94#p94 <![CDATA[Re: Rocket launchers]]>
- Lower damage
- Lower range
- Fewer rockets
- Longer cooldown time
- Higher energy cost to maintain
- Change the targeting algorithm (Right now it starts with the enemy square closest to the rl, and hits it as many times as needed to defeat it. Then proceeds to the next closest square, and repeats until it's out of rockets. It may be possible with the right targeting algorithm to make it so that rls could be "distracted" while snuck up on and attacked.)

Statistics:Posted by Mike — Sat Dec 09, 2017 5:51 pm


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2017-12-09T10:12:202017-12-09T10:12:20 https://warofconquest.com/forum/viewtopic.php?t=25&p=91#p91 <![CDATA[Rocket launchers]]>
Any ideas how to fix them? Lower damage or range or something?

Statistics:Posted by Sphinx — Sat Dec 09, 2017 10:12 am


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