View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000240 | Infinitode 2 Ideas | [All Projects] Infinitode 2 | public | 2019-11-12 22:27 | 2019-12-23 04:53 |
Reporter | Anonymous | Assigned To | |||
Priority | normal | Severity | tweak | Reproducibility | have not tried |
Status | new | Resolution | open | ||
Platform | Mobile | OS | Android | OS Version | Any |
Summary | 0000240: Justifying Lazer Tower's abilities. | ||||
Description | I've been comparing the maximum damage output of each individual tower in different environments. It turned out that Laser Tower did poorly in a majority of my tests given, and here are the reasons: #1 Extremely situational, yet still weak - I think it's hand-down, the biggest weakness of the Laser Tower, but it's unfortunate how even in it's best-case scenario, it loses a lot of damage potential due to the way it targets it's enemies - It can fire in ANY direction, usually ending up losing most of it's firepower by slightly firing off the road, which is very common. #2 Poorly justified abilitiess - Here's my opinion on each of them: And now, here's what I would suggest changing: | ||||
Tags | Balance, Towers | ||||
I would like to add a #E: Instead of Removing Mirror System or just a Buff to High Frequency: Same for #D: |
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An option for mirroring system change: I can't remember the exact TD it was in (like 8 years ago) but there was a TD game with a Laser grid type tower I think called Scissor towers that sent a beam that slowly charged/faded between two or more towers in range of one another... It feels like this tower could be put to better use by becoming more like that. Placing 2 (or several) laser towers sets up a beam that travels between them (so long as it crosses 1 unit of road length) the laser just charges and fires at the other tower rather than targeting enemies the power of the beam ramps up as its not crossed by an enemy. If there are several beams a tower can add to it adds to the weakest available This could then set up the classic road spikes defence at the end of a track if/when the enemies are getting close to the end of the track there's a wall of damage waiting for them without breaking the feel of the game |
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Date Modified | Username | Field | Change |
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2019-11-12 22:27 | Anonymous | New Issue | |
2019-11-14 21:06 | Anonymous | Note Added: 0000152 | |
2019-12-12 14:31 | therainycat | Project | Infinitode 2 => Infinitode 2 Ideas |
2019-12-13 11:25 | doublequartz | Tag Attached: Towers | |
2019-12-13 11:25 | doublequartz | Tag Attached: Balance | |
2019-12-23 04:53 | JohnyDL | Note Added: 0000347 | |
2019-12-29 11:11 | Anonymous | Issue cloned: 0000439 |