Hi, I am galbatorix and this is my CIU weapon balance program in which I talk about current issues with weapon balance and I propose solutions for them. More info about what my deal is you can find in my original post: CIU weapon balance program by galbatorix I strongly suggest checking it out, if you haven’t seen it yet, so you will fully understand what my goal is. Today I want to talk about Lightning Fryer.
Currently Lightning Fryer is one of three auto-aim beam weapons in the game. It was first introduced in CI3, where despite its flaws it performed arguably decent. However right now in CIU, Lightning Fryer seems to be a really underperforming weapon, that can’t keep up with enemies’ heath on higher difficulties, where waves with multiple metal chickens/chickenauts are common. Unfortunately, damage is not the only problem this weapon has. Certain other characteristics of Lightning Fryer make it pretty lackluster weapon as a whole. As always, in my post i am going to present my thoughts on how it could be fixed. The issues with Lightning Fryer are:
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Its damage output is horribly low. Damage-wise, Lightning Fryer is outperformed by almost every other weapon in the game. Especially on lower power levels, where it’s actually the weakest gun in whole CIU. (On 0 it deals roughly 3 times less damage than Moron Railgun!)
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Visual design of Lighthing Fryer doesn’t match its gameplay. It looks like auto-firing beam, but in fact it shoots faster when fired manually.
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Size and damage values of Lightning Fryer’s beams are very inconsistent and potentially confusing. (Thin beam from 6 does more damage than much wider beam from 3 .)
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It has insane (more than 50%) powerspike between 10 and 20 dps.
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Gameplay-wise this weapon is very similar to other beam weapons and lacks its own identity. Up to 5 it functions like a bootleg copy of Plasma Rifle and Positron Stream. (It is pretty much the same, but it has much lower DPS)
As you can see, there are couple things really messed up about this weapon’s design. As a whole, Lightning Fryer’s gameplay and power progression seem pretty lackluster and badly designed. It deals unusually small amount of damage on all power levels except max power. (That said, even on max power, most weapons still deal much more damage than Lightning Fryer.) There are also some other minor problems such as beams dealing 495 damage on 10 instead of whole 500, but I decided to not include them in the main list, because they aren’t impactful enough to fit there.
After thinking about this weapon for some time, I came to the conclusion that Lightning Fryer deserves to be completely redesigned from scratch. Without the extensive rework it would be really difficult to fix all those bigger and smaller problems this weapon currently has. I came up with an idea how such rework could look like. I suggest to rework Lightning Fryer in a following way:
Part 1: Basic stats and damage values
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Manual fire rate set to 6,5 shots/s on all power levels.
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Automatic fire rate set to 10 shots/s on all power levels.
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Time to overheat when fired automatically set to 10 seconds.
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Weapon uses 4 types of projectiles (beams): weak, medium, strong and very strong.
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Weak projectile deals 100 damage. (Visually the same as beam found currently on 0 )
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Medium projectile deals 150 damage. (Visually the same as beam found currently on 2 )
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Strong projectile deals 200 damage. (Visually the same as beam found currently on 4 )
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Very strong projectile deals 250 damage. (Visually the same as beam found currently on 5 )
Part 2: Volleys & power progression
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On 0 volley consists of 1 weak projectile.
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Transitions to 1 and 2 add 1 more weak projectile to the volley.
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Transitions to 3-5 replace one weak projectile with one medium projectile.
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Transitions to 6-8 replace one medium projectile with one strong projectile.
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Transitions to 9-10 and 20 replace one strong projectile with one very strong projectile.
Here you can see the visualisation:
Part 3: Special ability: chaining between targets
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Enemies hit by medium projectile send one weak projectile to the nearby target.
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Enemies hit by strong projectile send two weak projectiles to the nearby targets.
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Enemies hit by very strong projectile send one weak and one medium projectile to the nearby targets.
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Each enemy can be hit only once with single projecitle chain. (For example: Chicken cannot be hit with both weak projectiles sent from single strong projectile. However, single chicken can be hit with three separate strong projectiles.)
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An exception to this rule are bosses. Boss can be hit multiple times with single projectile chain. Beams will bounce between several parts of the boss’ hitbox dealing max possible damage.
It would look something like this:
Lightning Fryer is the only weapon in WBP, that I decided to fully rework from scratch. Nonetheless, I tried to make its rework maintain gameplay of current Lightning Fryer with some extra twists. Weapon that chains between targets is an idea that has been mentioned in the community several times. And I am sure that it would fit Lightning Fryer perfectly. Not only it works with weapon’s auto-aim, multi-beam gameplay, but also perfectly fits it thematically. Lightning Fryer is an electricity-themed weapon, so giving it the ability to chain between targets is a no-brainer in my opinion.
Suggested rework would give Lightning Fryer potential to deal 18000 DPS on 20 , which is similar to Utensil Poker’s DPS on that power level. It may sound too strong, however it must be noted, that each target can be hit with separate chain only once, so the most damage single target can take is 7500 DPS, assuming it is hit by all 3 very strong beams at the same time. This makes suggested Lightning Fryer rework a weapon that is able to do huge amount of damage to group of enemies, but is unable to qickly kill single target, which comes with some disadvantages. Especially on waves such as “Nasty Surprise”.(Bosses are an exception to this rule and they will always take whole 18000 DPS.) Reworked Plasma Rifle, despite dealing 3000 DPS less, could still be a more desirable choice for players who prioritize ability to kill single enemies faster over higher total DPS.
On top of that, proposed rework would give Lightning Fryer actual projectile types with constant damage values, so wider beams being weaker than thin beams would no longer be the case. Changing automatic fire rate to 10 shots/s also makes reworked Lightning Fryer a fully automatic weapon instead of what we have now. All things considered, I think such rework would make Lightning Fryer a weapon much better suited for the game like CIU, and possibly more fun to use thanks to “chaning between targets” mechanic.
Here you can see results of proposed changes:
To summarize, suggested Lightning Fryer rework would:
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Increase the DPS of Lightning Fryer to the viable level. (Problem nr 1 solved)
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Improve Lightning Fryer’s volleys and power progression. (Problems nr 3 & 4 solved)
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Make Lightning Fryer a fully automatic weapon. (Problem nr 2 solved)
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Make Lightning Fryer more distinct and interesting gameplay-wise by introducing new special ability: “chaining between targets”. (Problem nr 5 solved)
That said, despite my calculations and thought process I have to admit that it’s really hard to predict how this weapon would actually perform in game. Usually when designing reworks, I compare my ideas with what we currenly have in game. In this case I could’t really do that. Ability to chain between targets is an entirely new mechanic that right now doesn’t exist in game in any shape or form. It’s possible that this mechanic is slightly stronger/weaker that my reasoning leads me to believe, so if IA decides to implement WBP, I will be ready to design potentially needed changes to this Lightning Fryer rework. (Of course this may be the case with other WBP ideas, but I am mentioning this here, because this idea is more likely to need some improvements in the future.)
So yea, the WBP project is almost over. With all weapons covered there is only one part left, in which I will summarize the whole WBP and talk about other weapon-related things that I didn’t cover in the previous posts. (Such as weapons’ price in shop, weapon virtuosity etc.) I know it took me a lot of time to get back to WBP, but now I am back, so new post should appear pretty quickly. I will probably release the last part till the end of March. And once again, thank you for your patience, I hope the wait was worth it :>
Anyways, that’s it for now. Remember to share your thoughts in the comments below. If you think, that I forgot about something, or you have a different idea, feel free to tell me. I am interested in all kinds of feedback. And stay tuned for the grand finale
You can also check out my previous posts:
- CIU weapon balance program - Part 1: Ion Blaster
- CIU weapon balance program - Part 2: Neutron Gun & Utensil Poker
- CIU weapon balance program - Part 3: Plasma Rifle & Positron Stream
- CIU weapon balance program - Part 4: Photon Swarm
- CIU weapon balance program - Part 5: Laser Cannon
- CIU weapon balance program - Part 6: Riddler
- CIU weapon balance program - Part 7: Vulcan Chaingun & Hypergun
- CIU weapon balance program - Part 8: Boron & Moron Railgun
- CIU weapon balance program - Part 9: Corn Shotgun