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If all of them were addes yes, but if some were added, like a few kinetic and maybe 1 or 2 hydrorifles, it wouldnt upset the game too much..
Put it this way, You, vs 3 people with plasma sabers on one map (the star wars one.). They're 1 screen away. You charge and fire. It does 50 damage to each of them, and stops them in their tracks. They're on fire, and you can fire again. Bam.Triplekill.
however, they get close to you, your screwed. I want to utilize skill on zone, not just spacebar bashing. Weapons like this take skill to manuver, and require immense concentration. Charging and cooldown times ensure that you cant just blast the crap out of anyone with a rifle that does 50+ damage.
--More additions--
rooted thermal hydrocannon
(firesupport, does 10hp per rocket that hits, has a 1second cooldown inbetween each shot)
When you wield this, you cannot move forward or backwards, You can only aim and fire. When fired, a single warhead is deployed, which splits into 3 homing missles that follow a tracer which is shot out of the warhead. If the tracer hits, the missiles will follow the enemy for 10 seconds before speeding up one last time and exploding. Can hurt teammates.
rooted kinetic hydrocannon
(firesupport, does 1hp damage per force)
Same as thermal hydrocannon, cant move, only aim and fire.
Shoots out 2 balls like a gravitron which split by the tile, so:
1tile - 2
2tiles - 8
3tiles -16
4tiles -32
5tiles -64
Only splits to 64. Can damage teammates, does 10hp per force to buildings and machinary.
impact hydrocannon
(firesupport, can move, only very slowly. does 10hp per force, drains 10 energy per 3 seconds when deployed)
when fired, a beam extends from the cannon which circles around you, p protecting you from energy shots, and meleers. When S is pressed, the beam around you will stop, 30 energy will be taken and a beam will be shot at the nearest enemy, with near perfect accuracy, knocking them back 2 screens. When D is pressed, the beam will still circle around you, but it will grow, to a maxium of 5x5 tiles. Teammates can shield themselves inside it, but cannot fire. acts like an electron to hoverbikes and mech's, causes them to fail for 10 seconds if they come in contact with the field. good as a cover for a footcrew. |