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Tomahawk's Role

Posted: Fri Feb 29, 2008 10:10 pm
by ITSTORRASQUE4U
Inside SOW, we've been having some controversial talk about the Tomahawk's role in gameplay. Reason why we would like your opinion.

We would rig the Toma by giving it a base AG missile volley attack, identical to the Banshee. Additionally, we would take EMP from the SV (since no one uses it as it is now), add a base damage to it, and give it to the Toma as a 100-150 EP default researched ability vs air and ground. Obviously, this would be a late game unit and very effective vs both dark swarm attacks and Protoss in general.

And we have 2 options: either scrap the Valkyrie totally and tweak balance a bit to fill her role (story wise she's dead anyways), or keep her, and give her the so desired Afterburners to make her more usable.

So, what do you think?

Re: Tomahawk's Role

Posted: Sat Mar 01, 2008 1:46 am
by Kaoru
I think that if you've figured out how to add new orders to activate and de-activate Afterburners, and how to add damage to the EMP Shockwave, you should totally PM me with the information, because it's been driving me batguanofreakingloco. ...On the other hand, your idea certainly has merit. You could actually switch out the Halo rockets from the Valk, and adjust them to fit your purposes, after putting them on the Tomahawk.

Then just give the valkyrie a new or stolen weapon from somewhere - it all depends on the Valk's new role. Fast-attack interceptor? Heavy-assault bomber? If you're really into things, you could always see what you could do to hook the valk up with real bombs. Probably usin' the explosion of the siege-mode-siege-tank, or a scattering of them. I'm not sure exactly how the logistics would work out, but an anti-building bomber with afterburners sounds pretty sweet (If decidedly a little unbalanced, unless there's a good counter) to me.

Re: Tomahawk's Role

Posted: Sat Mar 01, 2008 2:39 am
by IskatuMesk
Adding damage to emp is easy. Just trigger another weapon through iscript.