I have been struggling to make the Mega Gun stand out between the Gun Battery and the Macro Gun, first giving it a high Effect, but low range, and then reducing the Effect but adding the Shield Breaker trait. None of these changes has really felt like it distinguished the Mega Gun or made it equivalent to what I'm classing as 'Main Guns' (Plasma Howitzer, Macro Laser, Macro Gun, Mega Gun) as opposed to 'Secondary Weapons' (Plasma Shotgun, Laser Battery, Gun Battery, Rocket Pod), and definitely not 'Close Combat Weaponry' (Claw, Hand, Buzz Saw, and Laser Blade). But I had an idea from the way I'd laid out the cards for the Limb systems (Arms, Legs) so that they could move the Titan and attack in the same activation: stacked vertically the action options can draw from the same pool of Effect.
Here's where I make a mea culpa, because I got rather carried away and designed (and announced on Fark) that the Mega Gun would be able to make two attacks at the same Effect, effectively doubling the weapon's effect and any operator bonus applied to it. Even at Effect 1 this would have meant that a Master Crew operated Mega Gun would be able to do 2x Damage 4 and 2x pushes, which is crazy effective for Charge 1 (disregarding the costs of the Master Crew and getting into position). A player who I should be giving developer credit to at this point pointed out that it was crazy, and I reviewed the design math and yup, that needed walking back. Nonetheless, being able to attack twice (now drawing from an initial pool of Effect 2) for a total of 5 damage with Master Crew operation is pretty reasonable and in line with the other weapons, particularly the ability to push twice. That's not including the advantage of being able to clear buildings twice as fast.
The downside, of course, is that the Mega Gun is still Range 3, which means that players are going need to close that gap. Probably a very handy defensive weapon, as well as good for catching other players lurking near the edge of the board...
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