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Tesla Energy Drain When A Shot Connects To More Than One Target


Benefactor
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Tesla's reload time should increase in proportion to the number of enemies it hits/destroys in every shot. Something like the Hammer reload but between successful shots.

Example:

  • 1 target hit/destroyed, normal reload time for each shot (better than fair at 1v1)
  • 2 targets hit/destroyed, reload time for the next shot is increased by 10%
  • 3 targets hit/destroyed, reload time for the next shot is increased by 20%
  • 4 targets hit/destroyed, reload time for the next shot is increased by 30%

The damage stats can be kept as is, but at least there is some price for having such an attack no other turret can brag about. I will leave it to the developers on what kind of increment should be used for reload.

Tesla's attack on a cluster of enemies is similar to having everyone lined up for a railgun shot, but the railgun in this case reloads and fires in less than a second.

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3 hours ago, At_Shin said:

While 10%, 20% andn30% reload time increases sound good on paper we must remember that Tesla's reload is only 0.9 seconds to begin with. Thus, at best (if we follow your example to the letter) tesla will have a reload of 1.2 seconds while hitting 4 or more enemies - 1.2 seconds is not all that different than 0.9 - especially when dealing massive damage to a confused group of enemies. 

Hence, I think that the reload penalty should be more substantial....that might nerf tesla very badly though...

I do not know the mechanics, so it was just an example. Maybe every additional target hit (I just remembered you can use allies as conduits) should consecutively add 0.4 seconds of reload per successive hit? This penalty should not activate in a 1v1 scenario.

Edited by Benefactor
Correcting thought

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On 9/10/2021 at 1:16 PM, Benefactor said:

Tesla's reload time should increase in proportion to the number of enemies it hits/destroys in every shot. Something like the Hammer reload but between successful shots.

Example:

  • 1 target hit/destroyed, normal reload time for each shot (better than fair at 1v1)
  • 2 targets hit/destroyed, reload time for the next shot is increased by 10%
  • 3 targets hit/destroyed, reload time for the next shot is increased by 20%
  • 4 targets hit/destroyed, reload time for the next shot is increased by 30%

The damage stats can be kept as is, but at least there is some price for having such an attack no other turret can brag about. I will leave it to the developers on what kind of increment should be used for reload.

Tesla's attack on a cluster of enemies is similar to having everyone lined up for a railgun shot, but the railgun in this case reloads and fires in less than a second.

As far as I experienced the Tesla it self either using it or being a victim of it, Tesla needs none of those solutions, actually, you can ignore more of its damage by putting on its protection. Tesla is not an unbalanced turret where you have Weasel protection. Same as railgun where you do not equip falcon; you will be an fast kill for railgun users.

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