[Orcs 1.65] Rocket Pod Drains steam per shot and sustain

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Elkan
Archmage
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Joined: Wed Aug 08, 2007 12:23 pm

[Orcs 1.65] Rocket Pod Drains steam per shot and sustain

#1 Post by Elkan »

Annihilator's Rocket pod seems to be charging the equipped steam guns steam cost every single time it fires a projectile in addition to its sustain cost. I can just about see this as being intended behaviour on a "per volley" behaviour (although I personally hope not!) but if so it should be reflected in the tooltip and talent description, like corona and Hymn Nocturnalist currently do.
Currently though its charging steam for each individual projectile launched so if you happen to be using the twin-blaster, which fires multiple shots and charges a higher than normal steam cost to begin with and have four targets in range It will fire 12 rockets (3 at each target, due to recursion), at 3 steam each, for a whopping 36 steam a turn, on top of the 3 steam drain just for sustaining the ability, which is completely unmanageable and I have to imagine not intended behaviour

Frumple
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Re: [Orcs 1.65] Rocket Pod Drains steam per shot and sustain

#2 Post by Frumple »

You also have to watch out for recursion tagged steamguns, for what it's worth. Least for me the rockets themselves aren't charging, but extra shots that proc off the pod hits very much seem to. There's a good handful of weirdness involving the pods when you have more attacks than an annihilator normally would, from what I'm noticing. TK wielded steamguns are the easiest to see, but stuff like twinblaster or recursion guns are there, too.

... mind you, if you're lobbing multiple rockets per volley around, some surprise costs barely matter 'cause everything in range is probably dead, but... still.

GlassGo
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Re: [Orcs 1.65] Rocket Pod Drains steam per shot and sustain

#3 Post by GlassGo »

I think it's completely intentional and justifed behavior because Rocket Pod is OP as it is.
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Elkan
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Re: [Orcs 1.65] Rocket Pod Drains steam per shot and sustain

#4 Post by Elkan »

Frumple wrote: ... mind you, if you're lobbing multiple rockets per volley around, some surprise costs barely matter 'cause everything in range is probably dead, but... still.
Except in this case the recursion is based around the fact that the base damage is hugely reduced to pay for the recursion, I had to stop using twin-blaster right after discovering this because I was no longer able to kill anything when more than two enemies were in sight as rocket pods were unable to kill them and I had no steam for any other abilities

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