Engines of War brings you nonstop Real Time Tactics action from the first second of the game: You are the pilot of one of the massive combat vehicles known as "Engines". Lead it (and lesser units) into battle together with your team - and destroy your enemies and their base! Engines is inspired by DotA's gameplay, but freely redistributable and modifiable content on the Spring Engine.

Forum Thread
  Posts  
Primary-secondary weapon differentiation (from Bob) (Games : Engines of War : Forum : Defunct : Primary-secondary weapon differentiation (from Bob)) Locked
Thread Options
Jan 21 2010 Anchor

bobthedino wrote: Cool. Now get your flat-mate in here and the other guy.

I have no idea how to post new topics in here: so here is an idea i had this morning. we need to differentiate between primary and seconday weapons. i propose that primary weapons (the default) which is generally the rifle, should be best at anti pawn, and weaker VS other players, while the secondary weapons specilaize in player vs player combat, but still have effective damage against pawns, but are not as effective as the primary (usually do to range)..

just an idea.


I think the Primary and secondary weapons are already pretty differentiated (not sure on Bishop - not played him much).
By range alone, if nothing else. And I think I'd prefer to see the 2 weapons having different roles and being used differently depending on engine, rather than your suggestion. I imagine the Knight might start of using mostly SMG (so keeping some distance while weaker - even if the SMG is the weaker of his two weapons), and then using the "Sword" more later on.

For the Heavy, I'd think it's situational (want splash damage, are close, don't need high rate of fire? - use secondary).
For the Bishop, maybe we could go for your suggestion (that would encourage him staying a little closer to get in Pawn kills - if the "sniper" were more of the Anti Engine weapon).

Edited by: SeanHeron

Jan 21 2010 Anchor

Range for all of the secondaries is less, but that doesn't mean their is a purpose to having them. I would try thinking about the reasons for habing a secondary. It's not like we can currently run out of ammo and need to switch.

Also unrelated to secondaries but related to purpose in design, the naturals should give the engine a usefeul tactic. ie: jump in and out of close range assault for the knight, hide and fire for the bishop, if SHTF for the rook, grenade to clear the area, and a scout heads up for the queen, to give it some far shots.

Jan 21 2010 Anchor

We can't run out of ammo currently - but if you read what I wrote elsewhere (on abilities) that's a thought I'm playing with.

I agree and disagree with your comment on the initial abilities - just like all the Engine abilities, they should together fit together for a style of play. That style can be team oriented though (eg for the [Fire]-Support - in my view we might want to push it towards a more general support role). But seperate thread would be warranted (hmm, just asked Alter-Heide to check, indeed you can't make threads - gimme a sec on that)

Jan 24 2010 Anchor

Another way to gabout this is to make weapons over heat, similar to how they work in mass effect. There is no ammo to run out, but there is specialized ammo upgrades, and if you fire your weapon too much with out breaks for cooling it can over heat and wont fire until a significant cool down time.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.