Right now laser towers just... sucks, but in previous builds lasers were OP as hell, i think this is because we have 3 buildings that practicaly act in the same way so heres my idea, to change behaviour and role of every single laser tower type Single laser tower: Increase range to something like leveler one Add ammunition bar to hold 10 shots High rate of fire Change shoot to red laser with AOE and medium damage When tower amunition is depleted fire 1 shot every 1 second (or more) Counter - everything in large numbers now single laser tower role is pretty simple, to cover large area and stop small army blob harras and for inner base defense (because nobody is building lasers inside bases anyway so welcome grenadier com snipes!) Double laser tower: Lower Fire Rate Increase DMG Increase range by a little that double laser tower will have a role of foward defence against hight hp units like infernos, and be usefull again Counter - bot blobs Triple laser tower: Move from t2 to t1 Change cost to 1500 or something Increase rate of fire Greatly Decrease dmg Change range to that of current dual laser towers (idk if it is like that already) Add a very low AOE for projectiles im pretty sure triple laser tower role is very obvious, to be a low damage cheap bot blob mincer, something like laser minigun Counter - tank and inferno blobs ..so what do you think?
Currently the balance of the game is so out of whack that giving rolls to turrets, at least for now, is nearly impossible.
Replace Triple Laser Tower with a Laser tower that has 3 weapons. 1. Fast rate of fire, low damage, short range laser. 2. Medium rate of fire, medium damage, medium range laser 3. Very Slow rate of fire, very high damage, high range laser. Let them fire independently and target independently. Because the Doomsday Machine was the coolest laser based base defense ever created.
Hmm, from a TA perspective you had Core that had the LLT (like #1), the HLT (like #2) and the Doomsday Machine was the combo LLT and HLT plus a longer ranged slower firing higher damage heavy laser (BLoD). Arm had #1, #2 and #3 independently, LLT, HLT and Annihilator, but the Annihilator had much better range than the Doomsday BLoD (I think the damage was higher also but I am not positive) If we went with this formula I would say the T3 turret should either be a combo turret (Doomsday Machine) or a extra long range extra high damage turret (Annihilator) having both might be too much.
Meh, I've come up with some roles myself. Single laser tower: Slow firerate, longest range turret. High damage single shot. Used to take out high priority targets, a sniper tower. Double laser tower: Your average tower, useful in many situations and has a lot of general purpose use. Your middle man. Triple laser tower: Direct opposite of single, very high rate of fire, very low damage, very inaccurate. This is your standard issue anti-mob turret and is great for taking out large waves of lower healthed units.
Wouldn't this make the single laser tower useless in the early game, when you are most likely to need it, and the triple laser tower less effective in the late game, when you can finally build it?
The first one, maybe, the second, no, not at all. When does everyone have large groups of T1 units? Late game. At least in the most recent build T1 armies are huge and a large turret with a super fast reload and low damage would work marvelously against these huge mobs of units.
True this build has larger T1 swarms late game, but at the same time late game you have more ways to deal with clumps of T1, gunships, nukes, T2 bombers, Holkins (sorta).
The name of this rate limiting concept is the "token bucket", on which Wikipedia has a very good article.