[Official] Click Cannon Sneak Peek

Discussion in 'Time Clickers' started by Kenzie, Sep 23, 2015.

  1. Kenzie

    Kenzie Administrator
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    Update 1.3 is still a work in progress, our focus lately has been on getting the Click Cannon added. It’s still in the early stages, but here’s a video where we walk through how it currently works.



    With the Click Cannon, the more you click, the more bullets per shot, the more damage you do! It currently starts out firing 1 bullet for every click, click more to power up and fire more bullets per shot. Stop clicking and it will cooldown, returning back to the 1 bullet per click.

    While brainstorming on future updates we stumbled upon the interesting idea of an Official Twitch Plays Time Clickers channel. It would be a modified version of Time Clickers that changes to logic to allow Twitch Players to interact via Twitch Chat. You can get check out the 'Twitch Plays Time Clickers? Do You Want It?' thread for more info. We’re looking for feedback so let us know what you think.
     
  2. Mammbos

    Mammbos Spec Ops

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    will the click cannon also have "clicks per minute" like the other two weapons?
     
  3. Kenzie

    Kenzie Administrator
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    Yes there will be an auto-click augment for the Click Cannon, not 100% sure how it will work yet though so stayed tuned :)
     
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  4. Orphie

    Orphie Spec Ops

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    Looks good :)
     
  5. Humerez

    Humerez Spec Ops

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    why encourage the use an auto clicker?
     
  6. RessurrectedDoom

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    People have already been using auto-clickers, so there's not much you can do against it.

    Perhaps like it works the same, so until you have it at a good number of auto-clicks per minute, it won't be too useful, same as the rest, but more so I would think. And I see the logic in making it target whatever the Particle Ball targets, since the Flak already randomly chooses blocks. And Particle Ball is the last single targeting team gun.
    Edit: Then it hit me, after I posted: Why not make it have a lower max bullets per click when one doesn't manually click? So have it capped at like 5 or something to encourage people to get in there and click away themselves?

    Curiously, I kind of want to know what the cooldown is before it starts going from max bullets per click back to just one. Or how long you have to not be clicking before it starts to revert to that minimum.

    Otherwise, I can't wait for this to be in-game, although my Weapon Cubes account will certainly take a hit when it does.
     
  7. Morgath

    Morgath Advanced

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    Looks very nice. I noted you are making the upgrade path lessen out the random nature and make it more focused. So it starts out like the flak cannon, and ends up like the particle ball (and targets it)

    Couldn't really tell on the video, so what are you planning for when the spread shots ability is active? extending the cone a little to cover an area is one way, but maybe having a bit of the random effect like at the start along side the focused stream but in a tighter cone depending on how high you have upgraded that path would keep the theme and make it more interesting.

    Having the team DPS govern how much damage is inflicted is a good idea, and making the rocket launcher the same would be good, it means you can have the option to train those more to get more damage in a particular weapon. The caveat to that is that weapons like the spread rifle and flak cannon would be left out a bit. Maybe you could have those effect other areas as appropriate.

    One thing that I thought of while viewing this is how the upgrades in the click tree effect the click weapons. I noticed that Proton in another thread said that *Clicking a block targeted by the rocket launcher does Xx damage" doesn't work on the click launcher, and that it uses click pistol damage upgrade instead as uses that damage. Maybe you could update the click launcher and the click cannon to use those upgrades if you change them to use the DPS of the appropriate team.
     
    #7 Morgath, Sep 24, 2015
    Last edited: Sep 24, 2015
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  8. polandmatt

    polandmatt Spec Ops

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    woah looks nice, will it be brought using Weapon cubes?
     
  9. Morgath

    Morgath Advanced

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    @polandmatt Yes it will, quite a few apparently.
    I can't find the post where they said how much, and probably subject to change, but will be something you have to save up for anyway.
     
  10. polandmatt

    polandmatt Spec Ops

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    thanks for answering! welp need to get cracking on getting weapon cubes. :)
     
  11. Proton

    Proton Administrator
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    We're looking at the Live Leaderboards to see how many Weapon Cubes people are earning.

    Currently in 1.2 to max out all Weapon Augments would take 7,547,342 Weapon Cubes.

    We are seeing some people getting above 1 million Weapon Cubes already, since we want the Click Cannon to be a later game weapon we are thinking that it will take 100,000 Weapon Cubes to unlock it.

    To fully upgrade the Click Cannon will take 21,120,941 Weapon Cubes. Bringing the total number of Weapon Cubes to max everything to 28,668,283.

    The curves look pretty good so far, we do think that the Weapon Cube Chance & Multiplier Augments are priced a little low, but we aren't sure if that should be changed since nobody has really complained about it, and we don't want to risk upsetting people with making it more expensive than it currently is.

    There is a Weapon Augment that increases the maximum flak bullets per shot from 10 to 20 when spread shots is active.
     
  12. Igorlegor

    Igorlegor Spec Ops

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    I know that's a bit dumb, but, look at 1:49 !
    The click cannon and the click pistol are one inside the other. That's not really good, so find a solution !
    100.000 :weaponcube: seems quite expensive to me. As I'm still a bit new with them, I may be wrong, but that's my opinion.
    But the canon looks awesome.
    You should add a sort of effect on it, like the click rocket launcher which glows a bit more at each click, the canon should glow a bit more so show the amount of projectiles fired !
     
  13. RessurrectedDoom

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    100k :weaponcube: just to unlock the Click Cannon? Well, there goes my bank of them... and I still won't have enough!
    Oh well, better start saving more and more of those cubes.

    Oh, and I want to confirm something: Will each bullet from the Click Cannon do the same damage as one bullet from the Click Pistol?
     
  14. Kenzie

    Kenzie Administrator
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    Yes each Click Cannon bullet does the same damage as a bullet fired by the Click Pistol.
     
  15. stevie123

    stevie123 Specialist

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    People will always complain when anything changes. Either it's too low or too high; the changed value is better but you are used to the old one already, making the new situation feel not so comfortable anymore; blablabla ;)
    The good thing is that those complaints only last between a few hours and a few days maximum until everyone got used to the new situation ... IF the new situation is actually better for the overall balance, which also includes nerfs.

    The only thing to watch out for is that you don't balance the game around autoclicker-/bot- or 24/7-script user. Finishing games earlier than expected is their own fault and basically exactly what they wanted to do by using such things so I don't see any reason to care about them :/
    But there are enough traditional, legit users with 1m++ :weaponcube:s already so that point is true.

    Long story short: If you feel like the current :weaponcube: costs being unbalanced low, just adjust them. You are doing the same for the :timecube: costs > 100k, so nobody should have any reason to complain about balance patches.


    In another thread you mentioned that you would not want to take already bought levels away when you raise the costs, but I think that would be necessary to create equal situations for everyone again. For the :timecube:s we will keep the level in the artifact and get the overspend :timecube:s back, for the :weaponcube:s we should keep the :weaponcube:s spend in the augment and get the overbought levels removed again.
    That will lead to an imbalance in ~99% of the cases, because the spent :weaponcube:s will most probably not match one of the newly balanced costs, so maybe "round down" to the highest possible level and give the rest cubes back in hand.
    Or a one-time full reset of the augments for the first gamelaunch after the patch and give all cubes back to offer the opportunity to re use the :weaponcube:s from other augments, that we only bought because the other ones were maxed already.

    This comes from a legit player with full/full/330 (the last one falling constantly each day) in the 3 :weaponcube: augments, so it would hit me as hard as everyone else. Creating equal situations for everyone :)
     
  16. RessurrectedDoom

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    Ok, cool, so that's something to look forward to. Yep, I'm going to save my cubes for that when it comes out. Because there's nothing like having another gun to use.
     
  17. Dimps

    Dimps Elite

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    Top 10 things I've learned today:

    1. Kenzie is a girl !
    (now it finally makes sense why it is ProtonStudio)
     
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  18. Dimps

    Dimps Elite

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    What mechanic would you propose that would not only discourage auto-clickers, but also be fun and entertaining for the largest user base: legit players?
     
  19. Dimps

    Dimps Elite

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    That feels natural + it adds depth to artifact builds. I approve.
     
  20. Dimps

    Dimps Elite

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    That is pretty normal thing to do, every major RPG does it (Path of Exile, World of Warcraft): once devs change talent trees, they refund all talents spent to be spent again, and reset trees. And show a red warning "spend carefully that CAN NOT be undone!!!".

    Feel free to reset it as you see fit imo.
    I'd especially welcome :timecube: artifacts reset to make curves there obtainable during this lifetime.