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Same damage reduction bonuses as before.
Slow overall movement speed at all times (not just when firing weapons)
But not as slow as the current speed penalty when firing
And you can perform a continuous high-speed dash at any time by double-tapping forward and then holding the forward key, but the dash costs health (1% of max health every 2 seconds, minimum 1 health cost).
Ah, that makes sense. Well, when I did my testing, it was all mostly in the original levels. I went as a Tank in the WoA mode and still got the same results. As for the Tank class, slow movement overall would not be a good idea. That will limit the player from being able to get to hard to reach places/secrets on the map when they do not have a jet pack. Not too sure if the dash could really help with that issue either... What if instead the Tank's bonus was toggle-able? That will remove the issue of needed movement, and if the other things I said earlier did not block the movement then it will be perfectly balanced in my view.
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The first idea that comes to mind is giving the player bonuses when attacking a designated targeted enemy, regardless of the distance to the enemy. For example, you do double damage and get triple XP against that enemy, but not against any other enemies. Targeting an enemy would require putting them in your crosshair and pressing the use key, and you have to wait several seconds, or until the enemy dies (whichever happens first) before you are allowed to change targets.
In WoA it wasn't as bad with the ammo (except for that level with the storage crates and ramps), but in the original levels it was a real pain, maybe make it so it cuts down the ammo gained by 1/3 instead of 1/2? The idea with hitting the use key on a target would help greatly, I would like to test that out when you release another beta.
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I'm not sure what to do with this class, but I think there needs to be a guaranteed useful follower that can be summoned at any time (perhaps infinite dukebot that transfers a percentage of damage to the player, so when the bot gets hurt the player does too).
Thanks for all the feedback. I don't want to add additional classes until I have made the existing classes balanced and fun.
WoA was easy going until I got a really high score, then I got my ass kicked. lol
Same with the original levels, Got to Shrapnel City with a high score and was getting my ass kicked. XD
Maybe if the slain mobs gained x2-4 stats (similar to the Expander upgrades) but has a % chance to fight for you when killed. Say... The more powerful the mob, the higher chance it has to fight for you? Would limit the annoyance of navigating through 50 guys in a tight room, and have what you want to fight for you in large quantity. Would also like to test that if you put that into the next beta version.
That hologram idea would be better suited for that class idea I posted earlier. ;-)