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New Rainmaker weapon added:
AP to use: 10
Required skill: Rocket launchers 100
Basic damage: 14-138
Range: 10-13 cells
Explosion radius: 4 cells
Weight: 45
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thx berserker
berserker added new area for lv 11 but im not sure or 20 he said new area name forrest thx bers u give me wish)
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lol, so that is the RainMaker, i though it was some mortar launcher or something😁. anyway, great weapon😎
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so make rain!!!!!!! :mad:
make rain its the rainmaker! 😁😁 😲😲
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Rainmaker huh?
http://www.youtube.com/watch?v=0v0we7Ef868
Up the Irons!!
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ok hmm new launcher... they still have HUGE weight, HUGE ammo weight & cost. They require to take many strong backs to use instead of health perks and such, they require a lot of APs to use meaning less shots...
But the *average* damage on the still sucks because of the low minimum damage ☹ honestly now i did see some RPGs and even an AT4 being used... Milkor hits better.
These weapons need to change to be of any use (
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Gargamel, you should try the Rainmaker first before making a review of it.
I think the Rainmaker might surprise you... Are you aware of the damage level with full perks and skills? Are you familiar with the 2 special perks that become available when you spend perks in Rockets?
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Yes, I am aware that rocket launchers suck currently but I want to introduce all rocket launchers to tweak whole lineup.
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so does this mean ur not done tweaking rocket luacnhers
maybe in the future free reset i really need it but if u ever do one do it when u finish tweaking every weapon
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Is it possible in the Gunrox programming to have a weapon hit multiple times?
For instance, a fun variation for the new Rainmaker, since it shoots multiple rockets would be to have lower dmg but shoot 4 rockets in one shot. (thus allowing for more crit chances and overall just being different) So using 10 AP to shoot would basically hit the enemy area with 4 shots all doing 30-65 dmg (for example) but maybe increase the dispersion by 1 or 2. (I realize there would be an ammo problem with this, but maybe you could come out with a "rocket pack" that held 4 shots in 1 pack)
Might be a stupid idea but I think it could create some different strategies other then just increased dmg. Especially if each of the 4 shots had its own dispersion chance. (meaning - you don't have as much control over each hit) I could see this used if you didn't quite know where an injured unit ran to so you want to pepper the area with a Rainmaker shot and chance a hit to kill. Could be a fun variant as the last tier of rocket launchers...if the programming could allow for it.
☺
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hit the enemy area with 4 shots all doing 30-65 dmg (for example) Wow, 4 shots with 4 explosion radius and doing 30-65 dmg, this is a nightmare, is like 4 shots of milkor at a time...
But is not a stupid idea.
Other idea:
Piercing bullets for Snipers
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:mad:
cant u create weapons whith lower skills sometime?☹
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cant u create weapons whith lower skills sometime?☹ We have plans to make weapons for skills 10, 30, 50 for some weapons types eventually. First we must finish the end game content.
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i understand that you guys want to finish end game content and all but dont you think there are more people out there that can use lvl 10,30 stuff then end game stuff?
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...but dont you think there are more people out there that can use lvl 10,30 stuff then end game stuff? good point
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If you want us to add weapons for those levels who dominate that game stats wise there will be 30 weapons for level 1, 20 weapons for level 2? 10 weapons for level 3 and none for any other level.
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If you want us to add weapons for those levels who dominate that game stats wise there will be 30 weapons for level 1, 20 weapons for level 2? 10 weapons for level 3 and none for any other level. Thats not what im saying and you know that. But just for you i will explain better.
your focusing on guns for level 50 people at the moment when there is only 1 of them in the entire game. Why not focus on 1 gun for each category for level 5 (10 skill), 15 (30 skill), 25 (50skill), 35 (70 skill) where you have a lot more players and your hard work at creating the guns will actually be used.
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I am focusing on complete solid game and currently it lacks high level guns.
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ok, fair enough, thanks for a strait answer. Thats all you had to say the 1st time.
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Is it possible in the Gunrox programming to have a weapon hit multiple times?
For instance, a fun variation for the new Rainmaker, since it shoots multiple rockets would be to have lower dmg but shoot 4 rockets in one shot. (thus allowing for more crit chances and overall just being different) So using 10 AP to shoot would basically hit the enemy area with 4 shots all doing 30-65 dmg (for example) but maybe increase the dispersion by 1 or 2. (I realize there would be an ammo problem with this, but maybe you could come out with a "rocket pack" that held 4 shots in 1 pack) ... I like this idea, and today as I read about the changes of mg-ammo i had the same idea with mg.
If its possible to select the kind of shooting with weapons (For example like using of granade at ak47) you could creat differnet kinds of shoots. Maybe with some upgrades. At the time i was at army i learn take singleshoot, small salve and big salve. Such things you could integret at some weapons too.
For example with mg small salve, ammo like past, less ap but lower shooting area (usefull if you see just one unit in line) big salve with more ammo, ap and shoting area like now if you want to hit more units at a larger area. Or single shot just hit one unit with lower damage but just use 5ap and 1bullet. Same is possible with assault weapons. If you have a scope at this weapons you can use it like a snipergun. A small raise of range, just one unit can be hit. With such a feature your mind can work for other possibilities.
We all know most players use some weapons more than other ones. You just try to nerv the most used. But not always the player use weapons because this one is overpowered, mosttime you use this weapon because all other are useless for this specialunit. For example lowhealth-doomunit with blind and stungranade or mines or melee. Thats stupidcombination. Maybe the best option is snipergun and pistol because you are far (low health) and you can shoot many times at small distance to raise your critical-rate and hide again.
Another example such funny thing like the melee-pistol. Nobody will skill his unit at pistol and melee so probably nobody use this weapons because lower skillpistols are more usefull. Or the melee weapons all together i think the meleeweapons with stun-bonus are the most used in the game. Poisen or just high damage is not so usefull.
Or an actuell example with the raise of mg-ammo. You just compare rockets, or granadlauncher with mg. Stupid idea, yes both make mass-destruction to a couple of units but rockets or 40mm could hit walls too and mg not. This "little" change ruin my complete built. Why? I have a doom-sniper, a mg-doc, and ak-tank. My ak-unit have high health and can rush for finding units, my sniper have low health because i use perks for doom, my mg have low health because i use perks for melee + 3mp-bonus-perk so i can move and shoot too, and the other perks for doc and strong back+packer+mule. My mg-unit can wear mg, meleeweapon, armor, 3*ammo and 8-9 bigger and smaller medipacks. Sometimes i get out of ammo. Other side i believe if you have ammo-pack with just 5ammo at your invantory, mgpower is reduced if you shoot with this bullets. Now i want the mainspace just to hold the ammo to use the mg. This will drop your income because i cant wear more expensive medi and other side this reduce my chance to survive because i have 2 units with small health so want many medipacks.
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