The Olde Fashioned
Level XVIII Wrench
+25 HP
On kill: +25% to Ingredient Bar
Alt fire: Expends 25% ingredient to deploy Rake
Cannot Haul Buildings
The Rake
Deals damage to the person that steps on it, then breaks
Deals less damage if it hits enemies in the back
So, Buildings in Medieval Mode is my most viewed blog post, probably because I link to it basically every time someone even thinks the words "clockwork" or "ballista". This is my idea of an alternative that feels Engineer-y without completely shattering the balance in Degroot Keep and making it a painful, boring slog. I mean, at least I think it does.
Anyway, the nufs and bolfs: this thing allows you to do something pretty basic. Create a little proximity trap that hurts anybody who walks over it. However, because the M2 button is now bound to dropping the rake trap, it cannot be used to haul buildings. Since you cannot haul buildings in Medieval Mode, that translates to pure benefits there, but a fair downside elsewhere. Originally the rake was going to be a bear trap made from a ribcage, but I recently posted a bear-trap looking weapon on this blog and anyway the Rake was funnier. Plus, a "rake" is old-timey talk for an unscrupulous person and we'll pretend that's entirely deliberate.
Why does it do less damage if the enemy backs over it? Because getting a rake to the nose hurts more than a rake to the shank, that's why, and also because it gives enemies a way of dealing with rakes that doesn't compromise their usefulness in regular gameplay (i.e. they cannot be shot to destroy them) and also makes your enemies behave in a silly way.
Level XVIII Wrench
+25 HP
On kill: +25% to Ingredient Bar
Alt fire: Expends 25% ingredient to deploy Rake
Cannot Haul Buildings
The Rake
Deals damage to the person that steps on it, then breaks
Deals less damage if it hits enemies in the back
So, Buildings in Medieval Mode is my most viewed blog post, probably because I link to it basically every time someone even thinks the words "clockwork" or "ballista". This is my idea of an alternative that feels Engineer-y without completely shattering the balance in Degroot Keep and making it a painful, boring slog. I mean, at least I think it does.
Anyway, the nufs and bolfs: this thing allows you to do something pretty basic. Create a little proximity trap that hurts anybody who walks over it. However, because the M2 button is now bound to dropping the rake trap, it cannot be used to haul buildings. Since you cannot haul buildings in Medieval Mode, that translates to pure benefits there, but a fair downside elsewhere. Originally the rake was going to be a bear trap made from a ribcage, but I recently posted a bear-trap looking weapon on this blog and anyway the Rake was funnier. Plus, a "rake" is old-timey talk for an unscrupulous person and we'll pretend that's entirely deliberate.
Why does it do less damage if the enemy backs over it? Because getting a rake to the nose hurts more than a rake to the shank, that's why, and also because it gives enemies a way of dealing with rakes that doesn't compromise their usefulness in regular gameplay (i.e. they cannot be shot to destroy them) and also makes your enemies behave in a silly way.
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