I have a suggestion for a new weapon, but wouldn't mind a little input.
---> CROSSBOW <---
A 2-slot weapon that fires a flaming bolt (arrow).
Stats/Effects (w/ full training) :
Cooldown - 11.1 seconds
Range - 46
Projectile Speed - 60
Burning Duration - Similar to Flare
30% Reduction in Ship Repairing
The balance of the weapon should be adjusted in the amount of burning damage per second .
Spoiler: DPS discussion:
Some might think a weapon of this type with these stats should have 50% of the dps of the flare. On the other hand, some might think the two-slot requirement for a damage-over-time weapon would be sufficient enough to balance (because it would need similar damage to the flare to justify choosing the crossbow over another two-slot item). I have an idea of how strong it should be .. but I'll leave that open for discussion.
The Need For This Weapon Type :
For a "higher-skill" game (with less spamming of FBs or mortars, in general), there needs to be a viable alternative to the Flare for igniting opponents.
Spoiler: More ...
Other than with Firebomb users, the general opinion seems to be that the Firebomb is a low-skill spam weapon that is overpowered and overused.
However, I humbly suggest there is bigger reason for the higher usage rates than its effectiveness.
Many FB users that wish to combo fire weapons view the flare as far too unreliable or impractical to use.
Against smaller, more agile ships with access to Nitro, OB, or Tesla Shields, the flare has a terrible hit rate with a perfect internet connection and an abominable hit rate with the slightest of lag compensation errors. Against larger ships with a similar speed, you're often either unable to get within the Flare's range or you've lost half your HPs to cannon shots by the time you've closed the distance. Either way, spamming FBs is currently the more effective strategy.
Stat Explanation :
Why sniper-like stats for speed and range?
Spoiler: Answer
As a two-slot item, the crossbow needs stats that make it a viable alternative to the FB.
The FB can have a range of 42 or more, can be fired from behind obstacles, and can splash multiple enemies. Thus, the crossbow would need a longer range and the projectile speed to be fairly reliable at that range - in order to entice players to switch over - as it requires a direct line of sight.
Also, the projectile speed is a hard requirement. If this one stat was changed, it would be no more viable than the Flare and be utterly pointless to create.
Why the Reduction in Ship Repairing?
Spoiler: Answer
Simple. The Flare (a single shot weapon) reduces ship repairing, while splash weapons (Grenade, FB, Wildfire Torps) do not.
The Crossbow could be rename the "Ballista" and explode on impact - with no ship repairing debuff - but that implies a different type of weapon (with different stats). Likewise, the Crossbow would give the Cleansing Pulse more significance than it currently has.
Side Note: Flare and Crossbow hits (and their repair debuffs) could be differentiated from regular splash burning with a blue fire symbol.
Why not simply buff the Flare stats?
Spoiler: Answer
The Flare has its place in the game. Extending the range wouldn't change FB usage because it would still be unable to hit smaller ships. Increasing the speed and range would likely make it too powerful for a one-slot item.
Spoiler: Answer
I do not wish to replace the Flare's role in the game, nor do I think a single-slot, weaker version would be sufficient to encourage a higher level of match play.
Otherwise, the Defender would have a long range option and still be able to use fire combos. Speeder strategies would allow for longer range strikes followed by mid-range blast cannon shots - with a lower risk than landing two mid-range shots. Fixers would have more viable options for defending themselves. And, Shooters would have a reasonable alternative to staying at maximum distance and spamming long range mortars or other weapons (since flares and grenades are too unreliable on faster ships).
If Fire Combos are too powerful to ignore, then why not suggest better balancing?
Spoiler: Answer
I have - several times. But, I have since changed my mind. With a lack of powercells, I'm stuck with the items I've built, so I do not want changes that make those items useless (until powercells are removed from the game anyways). With useless items and no way of building others, I wouldn't have much reason to continue playing. Moreover, after seeing what has been targeted with recent balance changes (and how it's now more effective to spam mortars than to fight up close for some ships), these are not the types of changes I want more of.
If Created ... How to Rollout the New Weapon?
I still have one epic Gatling Gun as of today. At this rate, it'll take two or three years to be able to use it at the same level of my other items - assuming I was willing to invest the powercells to find out if I like it. This appears to be a less than ideal item rollout.
Spoiler: Alternative Rollouts
Option 1 ) As a gesture of goodwill and promotion of a new item, 3 (or 4) epics and 6 rares could be gifted to NML players, and less of each rarity to each descending infamy league (with uncommons going to the lowest leagues).
New item gifts based on league will encourage players to continue purchasing crates, improving, and climbing the ladder. It would also avoid situations where new items would not be used at a high level for years after their creation.
Option 2 ) An event could award the new item as a reward. The "stock" or number of items of each rarity could be capped based on infamy league or captain level to avoid issues with low level players getting weapons beyond their normal progression.