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Weapons
Sept 4, 2012 1:40:13 GMT -5
Post by Rico's Roughnecks on Sept 4, 2012 1:40:13 GMT -5
Just some thoughts on the new weapons.
The heavy plasma repeater seems unnecessary. The scout sidearm is more accurate, more ammo and only costs 100 more. I can't imagine spending 800on this instead of900on the scout. It doesn't have burst like the other repeater.
What is burst? The leviathan repeater and hydra are the only ones that have it. But the repeater doesn't do area of effect damage, at least not any of the times I tried (I checked the hp of two aliens adjacent to to each other and shot one. The other never took damage) . It doesn't shoot more than one shot at a time or decrease cp for shooting.
What's damage type? 3 is hydra. Sidearms are 2, long guns and melee are 1, the basic fist is 0. But what does that mean?
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Weapons
Sept 5, 2012 23:49:08 GMT -5
Post by Rico's Roughnecks on Sept 5, 2012 23:49:08 GMT -5
Since sight range is based on weapon range, that gives new value to longer ranged weapons. Suddenly getting a scout sidearm is a high priority and long Leviathans deserve serious consideration.
I think this makes the heavy plasma sidearm obsolete. It does one point more damage but that's nothing compared to the repeater sidearm with extra range extending your vision for the same price... And like I said even that is inferior to to the scout sidearm for 100 more. I think you may have to lower the price of those weapons or give them some other benefits or they will just be cluttering up the armory gathering dust
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Weapons
Sept 6, 2012 1:23:41 GMT -5
Post by Cory Trese on Sept 6, 2012 1:23:41 GMT -5
Logged this for investigation as TA-533
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Weapons
Sept 8, 2012 23:55:32 GMT -5
Post by Cory Trese on Sept 8, 2012 23:55:32 GMT -5
Fixed in latest release
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Weapons
Sept 10, 2012 22:39:58 GMT -5
Post by Rico's Roughnecks on Sept 10, 2012 22:39:58 GMT -5
The balance between the Sidearms looks good now. But, the prices on the advanced fists went up?
The advanced fists are good additions and give the regular troopers something to do, but they are secondary weapons. Now the cheapest fist is as much as the most expensive rifle. I'd put the heavy gauntlet back to 500 or even less and move the others down a notch.
Even at 500, the gauntlet is too expensive to buy during a campaign, because there are more important things to buy. It would be better if it was cheap enough to consider. Now you can only really get it during skirmishes when money is limited only by the time you want to play, so you might as well skip the lower fists and go straight to the most expensive.
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seajey
Initiate
[ Star Traders 2 & Heroes of Steel Supporter ]
Posts: 24
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Weapons
Sept 19, 2012 15:33:38 GMT -5
Post by seajey on Sept 19, 2012 15:33:38 GMT -5
Even at 500, the gauntlet is too expensive to buy during a campaign, because there are more important things to buy. It would be better if it was cheap enough to consider. Now you can only really get it during skirmishes when money is limited only by the time you want to play, so you might as well skip the lower fists and go straight to the most expensive. How about different weapon prices for finite campaigns and skirmishes?
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Weapons
Sept 20, 2012 8:22:17 GMT -5
Post by Rico's Roughnecks on Sept 20, 2012 8:22:17 GMT -5
Yeah or increased honor awards during campaigns. Trying to equip 4 templar (or more with specialists who aren't used in every mission) during a finite campaign often doesn't happen other than getting a couple cheap Heavy Levi guns. Since campaigns are the most realistic part of the game its good to be able to make some character progression within the space of a campaign.
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Weapons
Sept 20, 2012 9:01:41 GMT -5
Post by Lt. Hathaway on Sept 20, 2012 9:01:41 GMT -5
Maybe some semi random bonus starting equipment for campaign troops? A couple of troopers with long or heavy leviathans, one with an enhanced gauntlet? It would add some variety without unbalancing gameplay.
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Weapons
Sept 21, 2012 14:15:29 GMT -5
Post by Cory Trese on Sept 21, 2012 14:15:29 GMT -5
I will withhold judgement on the price balancing for campaigns until after we have released the melee templars.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Weapons
Sept 22, 2012 6:57:16 GMT -5
Post by ncaoa on Sept 22, 2012 6:57:16 GMT -5
Cant wait for that beserk.
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Weapons
Sept 24, 2012 8:40:24 GMT -5
Post by arpad on Sept 24, 2012 8:40:24 GMT -5
Hi Guys. Wanted to start with how much I love Templar Assault. You guys are doing an awesome job.
I have some questions about weapons: why are some weapons red while most are green? Does this make any difference? Also were the questions about Burst and Damage Type ever answered? You used to be able to buy scout armour, but now no longer can - why was this removed? I'm guessing balance reasons.
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Weapons
Sept 24, 2012 9:01:19 GMT -5
Post by Rico's Roughnecks on Sept 24, 2012 9:01:19 GMT -5
The only answer I know is that that when I asked about the weapon colors they said there was no particular reason for it.
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Weapons
Sept 24, 2012 10:21:34 GMT -5
Post by Cory Trese on Sept 24, 2012 10:21:34 GMT -5
Removed Scout armor for balance reasons, and we don't want to sell Templar Default Armor.
Colors were selected by the art team to add some variety to the shapes and make them easier to differentiate in the HUD.
Burst and Damage type questions haven't been answered or documented in the help file, I will do my best to make that happen soon.
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seajey
Initiate
[ Star Traders 2 & Heroes of Steel Supporter ]
Posts: 24
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Weapons
Sept 24, 2012 16:10:18 GMT -5
Post by seajey on Sept 24, 2012 16:10:18 GMT -5
By the way, any news for new no-AP-penalty armor? Will pay for it two prices from the elite armor!
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koles
CKF Backers
Posts: 449
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Post by koles on Oct 2, 2012 3:13:03 GMT -5
on many maps there are big rooms where you dont need to go i'm pretty sure that in those corridors could lay some dead bodies or other holodisks with unknown and really important informations about the story, and finding them could rise your Honor
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