Siege devourers and siege suggestions

Siege devourers and siege suggestions

in Suggestions

Posted by: Malin.2490

Malin.2490

I’ve been thinking about ways to make for more interesting tactical play, break up zergs. One of the things I have been considering are new variants of siege equipment, both for variation and more flexibility.

1: Siege Devourer: I miss this fella from GW1, riding him was my favorite pasttime. I would suggest movement somewhat like a golem, limited close combat attacks, and a ranged blast somewhat like a mortar. If golems can be said to be mobile rams for breaking down doors, then a siege devourer is a mobile mortar/treb.

Their uses (besides looking awesome) would to have mobile artillery capable of adjusting to where the zerg moves. To ‘build’ them I would suggest replacing the ‘building’ command with ‘feed’. Or perhaps have the critter being outfitted with harness and stuff for the siege.

2: Falconet: This is basically a lighter type of cannon, that is mobile (not fast tho). Or it could be some sort of asura contraption that fulfills the same role, maybe a lightning gun that also can stun.

Their use would be to have lighter siege you can reposition to deal with zergs running around and attacking the wall at many different places, as well as being able to build and then roll it to positions where other siege cannot be built (like on walls that can be broken down).

3: Spike pit: This is a large area of hidden spikes, which will activate when someone walks into it and cripple them, much like the ranger spike trap. It will persist for a short while, the disappear. It will be hard to spot unless you are paying attention. Large cap on how many it hits.

This is the thing I REALLY want, mainly for the tactical uses. I love open field battles around things like supply camps, tunnel openings and bridges. However, much of the battlefield is never really used. With the spike pit, suddenly you can do ambushes. Place a line of them along the road where the zerg usually roams, have a scout keep an eye on it, and then rush down the cliffside once the trap has been sprung. Or, use them to slow the zerg down, have scouts place them along the usual zerg rush routes.

4: Supply cache: A supply cache is basically a small box you build from supply, which when placed automatically refreshes siege in an area around them until the timer runs out. This way you can make sure those expensive guild trebs do not die just because you go to sleep and nobody else remembers to refresh them.
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I just want more varied siege weapons, not overpowered, but to enable more tactical play. I think these three would fit in nicely, and make for more varied play without being overpowered. I have also included things to make fighting in the rest of the world more enticing, and help include things like ambushes and traps. If anybody has other suggestions, please, put them down. I have deliberately not included things like flamethrowers, because they do not fill a new role, they just add damage. Barricades and camouflage will be too overpowered I fear, I have not figured out a fun and balanced way to deal with them.

Jamail Saoud [Nice], the man with the Drake