1 |
Honestly,
while
this
game
doesn't
really
demonstrate
it,
the
regeneration
rate
of
the
Funnelweb's
shields
are
high
enough
to
make
them
much
too
hard
to
wear
down
when
massed
without
specific
counters
(
mostly
Tremor)
.
|
1 |
Honestly,
while
this
game
doesn't
really
demonstrate
it
(
TinySpider's
Funnelwebs
were
a
huge
metal
and
energy
sink
that
didn't
contribute
much
for
their
cost)
,
the
regeneration
rate
of
the
Funnelweb's
shields
are
high
enough
to
make
them
much
too
hard
to
wear
down
when
massed
without
specific
counters
(
mostly
Tremor)
.
|
2 |
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|
2 |
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|
3 |
If consistency and simplicity weren't considerations I'd want to:
|
3 |
If consistency and simplicity weren't considerations I'd want to:
|
4 |
\n
|
4 |
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|
5 |
1. Increase Shockley shield damage 33%->66%. Increase DRP shield damage 33%->100%.
|
5 |
1. Increase Shockley shield damage 33%->66%. Increase DRP shield damage 33%->100%.
|
6 |
These two changes would only affects Funnelweb interactions and would make Shockley viable against Funnelwebs and prevent Funnelweb countering DRP (I don't think any superweapon should be counterable).
|
6 |
These two changes would only affects Funnelweb interactions and would make Shockley viable against Funnelwebs and prevent Funnelweb countering DRP (I don't think any superweapon should be counterable).
|
7 |
\n
|
7 |
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|
8 |
2. Reduce Funnelweb shield regen to 200hp/s but make them "storable". Meaning you could suppress the shield, preventing it blocking damage but still being able to recharge (taking around ~10 secs to change state and triggering automatically when near 0 hp).
|
8 |
2. Reduce Funnelweb shield regen to 200hp/s but make them "storable". Meaning you could suppress the shield, preventing it blocking damage but still being able to recharge (taking around ~10 secs to change state and triggering automatically when near 0 hp).
|
9 |
This would still let people use Funnelwebs near the front line but wouldn't have the degeneracy-at-scale that the high recharge rate does.
|
9 |
This would still let people use Funnelwebs near the front line but wouldn't have the degeneracy-at-scale that the high recharge rate does.
|
10 |
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|
10 |
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|
11 |
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|
11 |
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|
12 |
Unfortunately, simplicity and consistency are actually [i]important[/i] so I'm still scratching my head for a solution here. :/
|
12 |
Unfortunately, simplicity and consistency are actually [i]important[/i] so I'm still scratching my head for a solution here. :/
|
13 |
Should probably reduce the regen rate to 250hp/s regardless though... (and hp back to 6000hp, damn things are near unkillable atm if the user is skilled and paying attention)
|
13 |
Should probably reduce the regen rate to 250hp/s regardless though... (and hp back to 6000hp, damn things are near unkillable atm if the user is skilled and paying attention)
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