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Thread: Tower Reveal: Railgun!

  1. #1
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    Tower Reveal: Railgun!

    "Are you getting sick of pesky armies funneling through that one gap in your walls? Then I have the solutuion for YOU! Introducing.... THE MIGHTY RAILGUN! Load this sucker with some gold, and watch as its mighty shot penetrates every troop in its way! Order one to your new Townhall 8 base NOW! Only for the low Low LOW price of one and a half million gold!"
    ~Clan Co Desc.

    So this is basically a tower that will fire powerful shells, made only from none other than gold, which it meeds to be loaded with. The shells, fired at extremely high speed and power, are capable of penetrating through many troops. Of course, weaponry like this would welcome bases exploiting the AI running down a lane of death. So each it penetrates will slow the shell, taking an amount off its "Penetration value", so it will wear out eventually, and will lower damage. The farther the shell travels, it will automatically slow down, thus burn out.

    Pros
    ------
    •Improved crowd control
    •Would give gold a use for high level players

    Cons
    -----
    •Would make funneling too overpowered
    •Would be Highly vurnable to hogs(speed would be troubling to hit)

    Troop Penetration Resistance:
    Barbarians: 1
    Archers: 1
    Goblins: 1
    Giants: 2
    Wizard: 1.5
    Pekka: 5
    Hog rider: 2
    Valkyrie: 1.5
    Witch: 1.5
    Skeleton: 1

    How it works:
    So lets say a railgun fires out a pekka, with a penetration resistance of 5. The bullet will pierce the pekka, and lose 5 penetration power. Think of it like this Yu Gi Oh cards, but you LOSE attack when hitting a target.

    Stats:
    General:
    Range: 6 tiles, Bullet can fly farther than this
    Attack speed: One shot every 6 seconds
    Size: 3X3
    Favorite target: N/A
    Targeting: Ground only
    Notes: PEKKAS would take half damage and greatly reduce bullet speed, due to heavy armor.
    Unlock: 1 at Town hall 8. Another at 9/10

    Level 1:
    Cost: 1.5 mil gold
    Build time: 4 days
    DPS: 30-25
    Health: 600?
    Maximum penetration: 10 "Points"
    Reload cost: 25,000 gold

    Level 2
    cost: 2 mil gold
    Upgrade Time: 6 Days
    Dps: 33-28
    Health: 800
    Maximum Penetration: 15 "Points"
    Reload: 30,000 Gold
    Working on higher level stats...


    This was inspired by Myfol 's tesla cannon idea, original post here:

    Quote Originally Posted by Myfol View Post
    -Snip-
    ---New defence: TESLA CANNON---

    DISCRIPTION: A powerful weapon that uses a new tecnology discovered by our wizards, electro magnets. This destructive new weapon charges its energy and fires a devestating cannon ball of solid gold. Our builders have defised 2 ways of firing this epic weapon- 1. Shot strait at our enemies which decimates all in its firing line but doesn't reach very far or 2. Shot into the air which reaches all who dare even touch your th11 base but doesn't pack as big a punch on larger enemies as when shot strait at our foes.

    Looks like a mortar but has electric coils around it and about 5 golden rings from the bottom to top, when charging its power the bottom ring, then second to bottom and then after the third ring etc. starts to glow and right before it fires the entire cannon is sizzeling with electricity with all the golden rings glowing. This affect is increased the higher the level. In both modes flakes of gold float among the ashes where the golden cannon ball ended its journey.

    OVERVIEW:

    -Has to be reloaded with gold
    -In ground mode (mode 1) it damages all enemies in its firing line from point •A to point •B for example it aims at Z but Z and X would take damage, Y represents troops out of the firing line.
    Y Y Y
    A•---Z---X---X---•B
    Y Y Y
    It fires in a giant, acurate burst of flame made more extreme in its higher levels and led by the golden cannon ball and even if the enemy is close or far it still damages all the troops infront or behind its target.

    -In air mode (mode 2) its basically a super stong, super far ranged mortar.

    STATS: All

    -Gold needed for purchase: 7 mil
    -Fully reloaded with 100 000 gold
    -2400 Hit points
    -3X3 Building
    -Maximum of 2 Tesla Cannons

    STATS: Ground mode:

    -Damage per second: 500
    -Time between shots: 5 sec (2500 damage per hit)
    -Favoutite target: Any
    -Target type: Ground
    -Damage type: Splash
    -Attack range:##Will be added in future, a little bit shorter than the hidden Tesla
    -snip-
    I tweaked this since I liked the idea of the railgun esque mode, but the stats were HORRIBLY unbalanced.
    Please reply what you think.
    Last edited by Viking295; January 7th, 2015 at 12:14 AM.

  2. #2
    Millennial Club Buttermink's Avatar
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    Quote Originally Posted by Viking295 View Post
    Maximum penetration: 10 "Points"
    I like this idea, but make a chart describing the point hitting any single target takes.
    For example: Barb, Arch, Gob, Larry: -1 point
    Giant/Hog: 2 points
    Wizard/Valk/Witch:1.5
    PEKKA: 5
    Golems/Lava Hounds/Royals: 7

  3. #3
    Senior Member AT0MIC's Avatar
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    I don't think this really needs to be added, as it would be waaaaaaayyy too OP with funneling.

  4. #4
    Forum Hero AxionXD's Avatar
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    Not sure if railgun is an appropriate concept for a game like Clash of Clans but I understand the idea.

    Not sure how it's supposed to detect that a troop is going through a damaged wall or funnel?

    Not sure how you expect it to be able to calculate what troop it has already passed, then calculate lower damage for each troop it passes, possible passing through dozen of troops? Seems too complicated for how this game is currently programmed....

    Interesting concept though...


  5. #5
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    Yeah, it doesnt fit the era, but i mean, did knights use things like flamethrowers?
    Think of the Penetration value as the bullet's health. Stronger troops would "deal" more damage.
    Oh and another thing to mention: Lets say a bullet's current value is 3. Lets take troop A who has a stopping power of 1, then troop B, who has a stopping power of 3. When the bullet penetrates Troop A, it would come out with a PV of 2. Since troop B has a value of 3, it would NOT pass through. Also, this would reduce damage from the bullet.

    What do yoy guys think of the stats? Pricier? Less health? Damage nerfs, range boosts, anything? Since i know I did not design a level 1 tower with perfect stats.

  6. #6
    Millennial Club Buttermink's Avatar
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    Quote Originally Posted by Viking295 View Post
    Yeah, it doesnt fit the era, but i mean, did knights use things like flamethrowers?
    Think of the Penetration value as the bullet's health. Stronger troops would "deal" more damage.
    Oh and another thing to mention: Lets say a bullet's current value is 3. Lets take troop A who has a stopping power of 1, then troop B, who has a stopping power of 3. When the bullet penetrates Troop A, it would come out with a PV of 2. Since troop B has a value of 3, it would NOT pass through. Also, this would reduce damage from the bullet.

    What do yoy guys think of the stats? Pricier? Less health? Damage nerfs, range boosts, anything? Since i know I did not design a level 1 tower with perfect stats.
    Read my first post. That is exactly what I suggested.

  7. #7
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    Quote Originally Posted by Buttermink View Post
    Read my first post. That is exactly what I suggested.
    Was talking to @AxionHD
    Last edited by Viking295; January 7th, 2015 at 12:15 AM.

  8. #8
    Millennial Club Buttermink's Avatar
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    I like that you ised my idea in your thread, but you forgot the Golems and Royals.

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