Devlog 3 Weapons
The special weapon arsenal is being expanded upon with new weapons, each one better suited for a different situation.
The grenade launcher has a large blast radius that lets it do well against groups of bandits and it ignores cover but on the flip side it can’t harm teams all that much nor can it harm armor.
Shotgun has a wide spread making it good against lots of individual bandit units and also does more damage up close to teams making it useful against both types of enemies but it can’t pen armor or breach cover.
Railgun has high damage and can pen both armor and cover but it has a narrow shot profile making it less useful for hitting multiple units.
The rocket launcher has the unique ability to destroy cover and can pen armor but it only hits a single target and it’s damage output isn’t as high as some of the other weapons.
As you can see each weapon has strengths and weaknesses that encourage players to switch up their playstyle and try different weapons and a different approach to encounters.
In addition to new weapons I’m also using terrain to change how the player approaches encounters.
New hills that both you and the ai can climb on top of makes it so that unit can’t be hit by multi hits which is useful for heavy units who are fragile and also forces you to devote more energy to that enemy unit.
Get Final Reckoning: CrimsonFire
Final Reckoning: CrimsonFire
Status | In development |
Author | EricSpeck |
Genre | Strategy |
More posts
- Devlog 7# In ConclusionJun 06, 2018
- Devlog 6# SoundMay 31, 2018
- Devlog 5# Art indicatorsMay 22, 2018
- Devlog 4# The CameraMay 15, 2018
- Devlog 2# New EnemiesApr 30, 2018
- Devlog 1# Neutral AreasApr 24, 2018
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