Allow edditing of team weapon's power, ammo and delay
In this way when playing a scheme that has the team weapon mode on (Elite, Intermediate, Pro), the nowadays useless weapons (moles, granny, sheeplauncher) could be editted to be just as good as the more popular ones for that particular scheme.
Support for per-team ammo and perhaps delay is currently supported by the W:A engine, as seen in missions – thus, this will be made available when support for user-made missions will be added. I’d rather leave out per-team weapon power though.
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Domi commented
I completely support this.
Nowadays, more than half of Team Weapons aren't used because they just aren't comparable to others like Cows, HHG, etc. -
Johnmir commented
Cause of an obvious disbalance between such weapons as holy, cows, super sheep and sheeplauncher, granny, moles the last group of weapons is not used by elite, normal, pro schemes players. A possibility of increasing of power of those weapons can give rise to a lot of new tactical situations in game. So, the list of super weapons with probability of changing it's power could be very usefull.
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Dario commented
I am not talking about per-team settings, I mean grab Elite scheme, set mole power to 5 and if someone selects mole as his team weapon the moles he has will have their power sett at 5, not 3 (try it and you will understand). Even better if you can go to the granny options and sett it in a way that if someone selects the granny as his SW he will have 2 instead of 1 granny, and so on with all.
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It'll probably cause more confusion than it's worth. You can't view your weapon's power levels in-game.
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pisto commented
"I'd rather leave out per-team weapon power though."
I can't see why, except the excess of settings