Do you remember... [Nexus Plasma Mortar]

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Ravin
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Do you remember... [Nexus Plasma Mortar]

Post by Ravin »

On the last mission of the Nexus base, there was one turret that I noticed your not allowed to build. It was like a long range Napalm? I was curious to know if these was even possibly discussed in being used? I know then you beat the Nexus base it never dropped the Research for it for fun or anything of the sort. I have also noticed you guys have added a lot of fun things in the full research upgrades. So I am curious to know if anyone has saw this little toy other then me, and the possibly of it being used?

I would <3 this, normally I love long range firepower and fire itself, combining the two just makes me giddy like a girl.

[Edit by Zarel: Wanted to make topic clearer.]
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Zarel
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Re: Do you remember...

Post by Zarel »

It's the Nexus Plasma Mortar.

It's really not designed to be balanced - it's way too powerful for normal use (100x as powerful as the next most powerful artillery weapon).

Its stats: 500/10 indirect thermal anti-tank flamer.

That gives it a fully upgraded DPS of: 729
Compare it with the next most powerful artillery weapon in 2.2: Archangel Missile, with a DPS of 108.

So yeah. It would have to be nerfed a ton to be usable.

And if you do just nerf it a ton, it'd just be an incenediary mortar.

Incidentally, you did just give me a great idea for Plasma Cannon.
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Ravin
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Re: Do you remember...

Post by Ravin »

Orly?

I was curious to about that.

DPS 700+ a second? WTF broken.

Glad I helped get an idea, lemme know what you have brainstormed.

Also, I read somewhere on Wiki, not your wiki, that there were Mines????

<___<

Also the Incidary mortar kinda becomes useless once you get Ripple rockets/The howitzers, be nice to have a incendiary pepperpot/hellstorm placement.
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Zarel
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Re: Do you remember...

Post by Zarel »

Ravin wrote:Also, I read somewhere on Wiki, not your wiki, that there were Mines????
That's a feature from 1.12. NTW Mod has it, but Warzone core does not.
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Re: Do you remember...

Post by Ravin »

Thats fine. I was curious about that, not a big fan of mines.

Do you have a guide of the multiplayer ranking system by chance? Not the unit ranking system, but the one you get from skirmishes and multiplayer.
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Re: Do you remember...

Post by mcdebugger »

mmm.. great weapon. but should be limited to use on base structures only (and in short distance from a Command Center or something like that, with high build cost). may be fine for defense, not attack.
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Re: Do you remember...

Post by iMac »

I remember wayyyyy back editing a file that replaced the Pepper Pot pit with the Naplam one from NEXUS. It was fun for a while to see it shoot Napalm too enemy units & see them burn then blow up, but it was over powered. I liked to use it as when I was pissed & wanted to destroy something quickly :twisted:
All I remember doing was copy & pasting a few pieces of code... I wonder if it can still be done? Could you use it in multiplayer? :ninja:
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Re: Do you remember...

Post by Zarel »

iMac wrote:I remember wayyyyy back editing a file that replaced the Pepper Pot pit with the Naplam one from NEXUS. It was fun for a while to see it shoot Napalm too enemy units & see them burn then blow up, but it was over powered. I liked to use it as when I was pissed & wanted to destroy something quickly :twisted:
All I remember doing was copy & pasting a few pieces of code... I wonder if it can still be done? Could you use it in multiplayer? :ninja:
As I mentioned in the second post, it's still possible, but it's unbalanced.

That said, we're thinking of decreasing its power and adding it to the game.
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Re: Do you remember...

Post by iMac »

Zarel wrote: As I mentioned in the second post, it's still possible, but it's unbalanced.

That said, we're thinking of decreasing its power and adding it to the game.
Yeah, I just had a look through the files but I don't remember what I copied from & to were... O_o
It's called a Heavy Plasma Pit if I'm looking at the right lines of code.

It would be nice to see this in the game if it had a useful spot.
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Re: Do you remember... [Nexus Plasma Mortar]

Post by KukY »

you can allways place it by going to options menu
it is good but it sometimes fires at your own units
place it near your command center and DO NOT BUILD ANY SENSOR TOWERS NEAR YOUR BASE
it is not nice when sutch an powerful weapon kills yours attack group witch costed you over 10000 energy in ONE SHOT
but it's great
it should be placed in game with higher damage and with faster reloader and ultrastrong body points and with better accuracy but with ABNORMAL POWER COSTS that are about 100000 and that researching it costs about 300000 :!!!: :!!!: :!!!:
then it would be a real luxury
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Re: Do you remember... [Nexus Plasma Mortar]

Post by cloud6sword »

if u add this to the game u should half its dps and give it light armor/hp because if u look at it it would probably make its armor softer any ways from the intense heat it would be putting off and really something like that would only work with a certain distance in rl because the plasma would dissipate/cool off before it hit a target at long range
.: Uber Noob :.
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Re: Do you remember... [Nexus Plasma Mortar]

Post by Black Project »

Why not changing the NEXUS Plasma Mortar weapon stats to something like this?

Just a idea by me to how to make it balanced:

Price: 600
Build Time: 2000
Wheight: 15000 Kg (Looks Bigger)
HP Points: 250 HP
Minimum Range: 1920
Maximum Range: 5000
Chances to hit in short range: 60%
Chances to hit in long range: 70%
ROF (fully upgraded): 10 RPM
Damage (fully upgraded): 600
Splash Radius: None
Chances to do Splash: None
Splash Damage: None
Indirect Thermal Artillery Flamer
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Re: Do you remember... [Nexus Plasma Mortar]

Post by Freakyman »

Price: 60000
Build Time: 20000
Wheight: 15000 Kg
HP Points: 200 HP
Minimum Range: 1920
Maximum Range: 6000
Chances to hit in short range: 40%
Chances to hit in long range: 60%
ROF (fully upgraded): 10 RPM
Damage (fully upgraded): 600
Splash Radius: 128
Chances to do Splash: 5%
Splash Damage: None
Indirect Thermal Artillery Flamer

My Two Pence, makes it so if u can build it your enemy is a real fool to leave you a lone a real boon for turtlers and also could mean a turtles demise if build to early :D and a little bit more killable.

also note this was a quick copy and past of Black Projects then modified some what with my ideas

oh sh!t soz about the necro :-S
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Re: Do you remember... [Nexus Plasma Mortar]

Post by Craig »

iv used this on the ps1 version by cheating,just deleting useless structures with all items made available.
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Re: Do you remember... [Nexus Plasma Mortar]

Post by Zarel »

Freakyman wrote:Price: 60000
Build Time: 20000
Weight: 15000 Kg
HP Points: 200 HP
...that's ridiculously high. You know, most long-range artillery has 5 HP. In Rebalance, howitzers have 10 HP. The only exception is Archie, with 50 HP. 200 seems a bit too high...
Freakyman wrote:Minimum Range: 1920
Maximum Range: 6000
15 tile minimum range? I think you mean short range. Minimum range on Archangel Missile is 2 tiles, short range is 16. 15 is pretty high for short range, too, considering the only weapon with that much short range has a significantly longer max range.
Freakyman wrote:Chances to hit in short range: 40%
Chances to hit in long range: 60%
ROF (fully upgraded): 10 RPM
Damage (fully upgraded): 600
Splash Radius: 128
Chances to do Splash: 5%
Splash Damage: None
Um... why does it have a splash radius if it doesn't do any splash damage?
Freakyman wrote:Indirect Thermal Artillery Flamer
That gives it a base DPS of 60, upgraded DPS of 355. Which is like 4 times as powerful as any other artillery weapon. In fact, once you factor in flamer upgrades, I think that makes it significantly more powerful as any other non-fortress weapon, period. I guess the price kind of makes up for that, but it's still kind of insane.
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