Hi, Playing with 4 teams, we managed to set up the new Deathstar Cannon. I was quite suprised it has actually unlimited shots. Once we had it in our power, the game was finished, we simply took out all other planets. Imho, this weapon is at the moment way too powerfull? Regards, Joris
Well, it isn't the easiest thing to fire if you opponents actually have much hope of beating you anyways, from my experience. However, it does seem mighty powerful.
IMO, it's too powerful. It needs a cooldown. Right now it's an instawin no matter the size of the system or how many players there are. I don't like that. It should have a cooldown or an energy cost or something.
It's counters aren't strictly obvious game mechanics, but more subtle. Primarily the fact that everyone is aware what a metal planet can do, and that catalysts are visible to all. Every player should act accordingly, and attempt to have a presence on the metal planet, even if it's for one catalyst point only, to stop the enemy from firing. Also, nukes can one shot them I think. And even if that is not enough, a planet smash can destroy a catalyst point permanently, rendering the weapon inoperable. If you get to the point in a game where you can fire one of these, you already deserve a win anyway.
I think it should syphon off your energy until it has enough to fire again. But it should not have to charge before the first shot.
That might be a bit weird. I think a simple cool-down would suffice, or perhaps the cool shock wave that is emitted upon firing blows up the Catalysts, thus having to spend time rebuilding.
How about having to build a giant energy transformer that fits in here. That way you would need a good amount of control of the planet instead of just the north pole. You would have to mass up a ton of energy into the transformer until it reaches 100%. How fast you are able to fire off the metal planet depends on how good your energy income is. thoughts/additional ideas?
The energy drain system is my preference. This allows other players to attack your energy sources as another defensive method. Cool-down should be based on energy capabilities with perhaps a one minute minimum. Perhaps a million energy per shot? It's not taking out a Dox here, it's taking out a planet...
My opinion is that it is fine as is as it is very easy to intervene before the laser is complete. If you are so far behind you can't even get a tele, laser, or nuke down then the game should be lost. Otherwise matches will just drag on for eternity - once someone hits that exponential escape velocity I think they deserve to win handily. However I think maps with the laser need to be planned a bit more carefully. Ideally the best systems will either have the laser not as a starting option and with little eco, and/or with a small smash-able moon in play. Of course no problem with using mods to alter it however you wish.
I know that 700+ radius planets do. I personally think that a planet smaller than that is not big enough to release enough energy to destroy a planet without destroying itself or the firing mechanism. but thats just me.
As said, if ennemy has the eco to build up the 5 catalyst (that everyone can see / get a notification), and you have nothing to counter it (nuke, sxx, teleporter...), this means you're far behind and ennemy deserves a win anyway.
It's really powerful, but it can be countered easily if you're quick about it. A nuke can destroy one catalyst, and a well-placed planet smash can deactivate the entire annihilazer.
It's not really imbalanced in a good system setup because you can Halley moons into the laser and destroy it.
Give it a charge up time imo, and a universal warning to other players when the 5th node is constructed. " Death star online, weapon ready to fire in xxx amount of time"