Hydro Pump - New Defensive Structure
Hey Gang,
Today I am introducing a new defense - The Hydro Pump!
Hydro Pump
Today I am introducing a new defensive structure that would be an addition to TH8. The Hydro Pump acts in a way that is uniquely different from previous defensive structures. It doesn't target any troops! The builder's have been hard at work constructing the valves and pipes to bring this idea into the game.
The Hydro Pump's vicious stream of pressurized water drowns out the enemy.
How It Works:
The Hydro Pump has 2 Styles of Water Pumping
Style 1 - Short Range / Fountain Mode
Water spews out completely around the fountain 360 degrees in all directions. Because the valves have been turned loose the water pressure is minimal, but its strength is it drowns out many enemies at once. This has the ability to hit Ground & Flying units with minimally low DPS, but at a constant rate. (Thinking of about half or fourth the DPS of a Wizard Tower). Because it shoots in all directions around it has a very small radius. About 5.5 tiles. Just to be clear the Fountain would damage all troops within a 5.5 tile radius, but it would not single out or target any particular troop. It would rather just do AoE damage to the entire area. Be careful about how you approach this Fountain or it could down out many of your Tier 1 troops at once!
Style 2 - Long Range / Hydrant Mode
Water shoots out at high pressurized speed at random in a 360 degree circle. The builders have tightened the valves up and water rockets are firing fast! The high pressure has really cranked up the power! This has the ability to also hit Ground & Flying units with very high DPS, but at random. It's strength comes from direct shots. It would shoot water rockets that would hit an area. Upon the water rockets hitting the ground or coming in contact with a flying unit the water rocket would explode doing damage in a 2 tile radius. Anything within the 1 tile radius would take 100 DPS as it is a direct hit. Anything that is damaged in the radius 2-1 (the outer half of the explosion) would take half the damage as it is the splash damage from the direct hit. The Hydrant would shoot long and short range shots in a rotating fashion similar to that of a clock. It's range would extend up to an impressive 18 tile radius. It complete 1 revolution in 4 seconds. Firing a shot in a randomly generated time between .45 & .55 seconds. There would be an average of 8 shots per revolution.
Bonuses:
This new defense really waters down some of the enemies. Golem's and Lava Hounds are particularly vulnerable to this attack.
Golems - Water boggles golems as the Rocks are less effective when slippery. This defense does 2x damage to them.
Lava Hounds - They hate the cold water as it brings down their internal temp. This defense does 2x damage to them.
Other Feature:
Water conducts electricity and lightning strikes are 2x effective when the water is running. If the defense is active and lightning strikes the damage becomes 2x effective. This also includes any structures that might be in the radius range of the Pump.
Short Range
Strength - The strength of the first is the short range and ability to take out many low level troops at once. Although its DPS isn't high its ability to do AoE damage over the entire 5 tile radius actually means that it can do a lot of little damage to many enemies at once.
Weakness - It's tiny radius means that although it can damage a lot of the surrounding troops quickly, it is likely to not get a lot damage off without being taken down rapidly.
Long Range
Strength - The strength of the long range is that it hits hard for splash damage, and direct hits can be detrimental.
Weakness - The weakness is the randomness of the attack. Although it hits hard there is no guarantee it will hit.
Strategy
How I see this being used:
I see this being used in a couple of ways. First I see it potentially being placed next to Mortars to help cover their blind spot. I also see it being placed next to Air Defenses as to help bring down Lava Hounds.
How to attack it:
I see enemies luring clan castle troops next to it and using a lightning spell. If the defense is triggered and a lightning spell is used it will do 2x damage not only to it, but to all structures & enemy troops. Also Level 4+ wizards use lightning instead of fire balls and will also be twice as effective against it.
Logic:
My logic for coming up with this was to present a new defensive structure and a way a defensive structure attacks that currently wasn't in the game. I hear and see a lot of times that LavaLoon is OP, and thought this might be an interesting way to combat it. I also thought it could add a new dimension to using BArch when farming.
DISCLAIMER:
IMPORTANT: All numerical statistics are IDEAS! These are rough guidelines and meant to be illustrative in nature not exact-absolute-must follow numbers. Please bare in mind that Supercell will ultimately do much testing before any numbers are actually decided on, and that it is best to focus on the broad concept idea, rather than pin point or get hung up on specific numbers.
There are many things I did not think of, there are strengths I haven't thought of & there are weaknesses I have not thought of. Please post some ideas on what you think some Strengths & Weaknesses might be and I will try to refine this idea to make it less exploitable And/Or better.
Hope you all like it, and looking forward to hearing feedback!
- Best
Bonesaw