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IDProjectCategoryView StatusLast Update
0000240Infinitode 2 Ideas[All Projects] Infinitode 2public2019-12-23 04:53
ReporterAnonymous Assigned To 
PrioritynormalSeveritytweakReproducibilityhave not tried
Status newResolutionopen 
PlatformMobileOSAndroidOS VersionAny
Summary0000240: 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:
-High frequency - Triple damage, no enemy penetration - The penetration is sort of the primary reason why people would even bother using Laser Towers. I mean, would you rather do triple damage to 1 entity at a time or regular damage against minimum 10 entities at a time?;
-Mirrors system - 3-directional laser, 0,5x damage each - This ability makes Laser Tower even MORE situational than it already is, because it has to be placed in a spot where all of it's lasers can do any damage at once. So rather than giving it extra 50% utility of it's damage, it takes 50% damage away;
-Large batteries - 1.5x durability of each laser charge - No complains here, just a straight upgrade;
-Ionization - 50% faster charge, each nearby tower lowering the bonus by 10%, level 10 required - The ability itself is a good upside, however... Is it REALLY good enough to be on a level 10 upgrade? I don't think so.

And now, here's what I would suggest changing:
#A Changing "High frequency"'s stats - Removing the current stats and instead just make it a straight 1.25x damage boost. That or making the damage without penetration a lot bigger;
#B Removing the "Mirrors system" ability altogether - It's a straight downgrade for a weapon that's supposed to do big damage in a straight line;
#C Putting "Ionization" as a regular upgrade, not a lv 10 upgrade - As I said, it's a good bonus, just not good enough to be on lv 10;
#D Adding "Intelligent Aiming" bonus - "Improves the accuracy of the tower, unlocks at level 10" - In other words, it's aiming would be restricted to aim for the center of the block, it's target is on, rather than where the enemy exactly is. That would make laser beams more likely to hit all entities on the straight road rather than just a few, making it's situational usage much, MUCH better.

TagsBalance, Towers

Activities

Anonymous

Anonymous

2019-11-14 21:06

viewer   ~0000152

I would like to add a #E:

Instead of Removing Mirror System or just a Buff to High Frequency:
Make one of those Abilitys increase the beam size by 1.5/2 , so it can fully target a Road.

Same for #D:
Make it hit only 9 Points, not just 4:
You also want to hit diagonally, but still only the middle of the road.

JohnyDL

JohnyDL

2019-12-23 04:53

reporter   ~0000347

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

Issue History

Date Modified Username Field Change
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