I have been doing a lot of testing of certain timers in offence and defence both build time and recharge times. I have some thoughts on a lot of towers so I hope you are prepared to read.
I will name the towers I would like to make note of and break this down individually. these are all from the Tech tree. I'll make some replies for the other tree's weapons soon, still working some psi and bio things out.
Cannons
With the new wall HP Cannons are becoming increasingly weak. Currently you would need a Cannon III to destroy a Wall II. No canon towers would be destroying a Wall III or stronger wall when an attacker is using walls offencively . I'm not sure if this is your intentions but they are both the base starter kit. These are also very fragile. I feel liek the hp for these could be a bit higher to maybe give them a fighting chance of protecting orbs for the new players. Maybe do it 8/12/15 for cannon hp.
The build timer for the upgrades on these seem good.
Artillery Battery
These Are supposed to replace cannons. After players are building plasma screens or higher walls Cannons are not going to defend anything. Artillery can be useful even in the end game as a low energy alternative to rocket launchers. I Fell like these could have an offencive use as well as a defencive use. The timers however seem a bit long. I think these should start at 1 minute. and have 5 and 10 minute upgrade timers so 1/5/10. That could give the first tier an offencive use.. say when attacking an orb you can drop these behind your walls to try to have them help push you in if the enemy is attacking back at you.
Rocket Launcher
I'm actually happy with these for now otehr than how spammable they are. I think the energy cost being increased to 90/105/120 would be a good solution to lower the rate of building them.
Satcom Command.
These are perfect for the mid game. No end game potential because people will use rocket launchers.
Autonomous War Base
I feel like these are supposed to be the satcoms of the end game however the damage needs to be higher to contend with the high health of the walls available. A Void dam will not be destroyed by one of these. Damage should go up somehow so that at tier 3 it can break a void damn.. unless that is not your intention and only want it to be able to kill a plasma screen
Deadhand
perfect
Guided Missile
I feel liek this si finally starting to take it's place as an offencive tower. One thing I feel like could really nake these be researhed more, and pull those advance points from other things is to remove the recharge timers for these. The damage is lower now so it is not a sure kill. I feel liek These should activate anytime any tower activates in their range. Keep the damage of these scaling to have the maximum enough to kill in 1 hit any rocket launcher hp but the bottom damage a little under so it will never be a sure 1 shot kill... but they have to scale wiht the rocket launchers to keep up and I really feel makign them always activate when a in range tower actovates can make these a lot more useful.
geo wipe
i's geo wipe yay kill everything@@@@!!!!!Statistics:Posted by Loki — Wed Dec 13, 2017 7:48 am
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