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 Post subject: New ultimate weapons
PostPosted: Mon Oct 06, 2014 8:10 pm 
Private 1st class
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Joined: Tue Feb 11, 2014 7:11 pm
Posts: 17
It is difficult to win a game against a high resistance mech.

So, I think more powerful weapons are needed in this game.



New ultimate weapon slot (Instead of one of the kit slot)

Using 2 turns
- Have not been overheated.
- Cannot attack after any move at same order.

Using 3 or 4 turns (Attack at next order)
- Should not be overheated during attack.
- The opponent is in range during attack.
Otherwise the attack can be canceled.

Universal Type Weapons (Black colored)
- The damage of this type can be included both heat damage and energy damage.
However, It is reduced by all kind of resistance.




Examples

Super Laser Cannon (Physical)
Using 4 turns
Damage 200
1 Uses
Range 1-4
Knockback 5

-10 Energy Per Use
+20 Heat After Attacking

This weapon is useful when an opponent who has not teleport located at the corner and 4 or less apart.
Then, the opponent will be significantly damaged and knockbacked.



Tactical Missile Launcher (Explosive)
Using 3 turns
Damage 150
+100 Heat damage
1 Uses
Range 5-8

-10 Energy Per Use
+50 Heat After Attacking
-20 Rockets Per Use

This weapon is useful when an overheated opponent has not teleport and charge.
Then, the opponent may be significantly damaged and overheated again.



EMP Cannon (Electric)
Using 2 turns
Damage 50
+100 Energy damage
5 Resistance drain
1 Uses
Range 5-5

-50 Energy Per Use
+10 Heat After Attacking

This weapon is useful, but an opponent may avoid locating 5 distance.



Gravity Gun (Universal)
Damage 60
+20 Energy damage
+20 Heat damage
Range 5-6
Knockback -1

-15 Energy Per Use
+15 Heat Per Use

If an opponent has 16,10,10 resistance, will take only 24 damage with 20 energy damage and 20 heat damage.



Supernova (Universal)
Using 4 turns
Damage 123 - 133
+33 Energy damage
+33 Heat damage
Range ∞

-50 Energy Per Use
+50 Heat After Attacking

It has low efficiency. But, It is useful when the distance is maximum.


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