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Manufactory: "Optics L.R.E." ammunition improvement lvl. 10 +1 range

Sega

Active member
Joined
Dec 5, 2023
Messages
286
In the Manufactory, when upgrading the ammunition "Optics L.R.E." to level 10, we get +1 range increase. But if for Air Defense and Towers this is a tangible advantage, then, for example, for a Sniper Tower (base range 14) - this is already like “pellet to elephant” - not such a significant advantage. Maybe it’s worth increasing the range not in absolute, but in relative values (percentages) or introducing different values depending on the base range of the weapon?

For example:
Any Towers (base range 7): +1
Mortars (base range 10): +2
Sniper Towers (base range 14): +3
 
Last edited:

Seek

Well-known member
Joined
Aug 23, 2022
Messages
684
I don’t see that working fair to offense players.

A range of 17 on sniper tower with explosive damage would start hitting O troops as soon as you deploy them. So leave it plus 1 so I do not have hear all O player crying for a range of 17 on something to make it fair.
 

King Crimson

Approved user
Joined
Apr 21, 2016
Messages
1,406
I don’t see that working fair to offense players.

A range of 17 on sniper tower with explosive damage would start hitting O troops as soon as you deploy them. So leave it plus 1 so I do not have hear all O player crying for a range of 17 on something to make it fair.
I agree - we can't have O players complaining.
The benefit of the manufactory is that there are counters to the boosts eg: camouflage makes a unit untargetable at the start.
But yeah, the +1 range works fine as it is.
 

Sega

Active member
Joined
Dec 5, 2023
Messages
286
I agree - we can't have O players complaining.
The benefit of the manufactory is that there are counters to the boosts eg: camouflage makes a unit untargetable at the start.
But yeah, the +1 range works fine as it is.
Any idea is worthy of consideration. Then we can simply assume that this ammunition is ineffective for Sniper Towers. 🤷‍♂️
 
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