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access_time November 22, 2014 at 2:35 PM in News by Charlie Grammer

Dreadbit reveals information on Ironcast weapons

Dreadbit shares details surrounding the Ironcast weapons.

Dreadbit shares details surrounding the Ironcast weapons.

Those interested in the upcoming title Ironcast may be wondering what weapons will be utilized. How effective will the Ironcast weapons be in the game?

Well, Dreadbit has decided to talk a bit about them. We already know the basics that were mentioned on the game’s Kickstarter page, which is that the Ironcast weapons in the game’s version of the Victorian era are a curious mix of explosive projectile cannons, missile launchers, and energy weapons.

As for what makes the Ironcast weapons different from each other, the answer lies in each weapon’s statistics. An example shared is one of Ironcast’s simplest weapons, the Light Cannon.

At the top is the name of the weapon and its “MK” rank. There are a total of 5 ranks of each weapon in the game, with the Light Cannon being MK I (Mark I), thus making it the lowest grade of the weapon.

Next up is the manufacturer, which, in the case of this weapon, is none other than Beechwood Munitions, the company belonging to one of the Ironcast Commanders, William Beechwood.

Followed by the manufacturer is the weapon’s rarity. Every system in the game has both Common and Rare versions. Rare versions of the systems and weapons are, as you likely expect, more damaging and/or effective in battle. The one showed is a common item, so it has nothing special.

And then we get into the meat of the information, stats:

* Health points: The amount of damage the system can take before it’s put out of
action. Systems can be repaired with green Repair nodes.
* Damage per shot: As you’d imagine, the amount of damage per shot of this weapon.
Often the amount will be random between two values, to mix things up a little bit.
* Number of shots: Some weapons fire several shots. Others just the one.
* Splash damage: Some weapons fire explosive rounds that will hit the other systems
on the target enemy at the same time. This is called “splash damage” and is applied
to the other 3 locations.
* Average damage: Some basic maths are used to arrive at this value: Shot damage
x number of shots + total splash damage. It’s a rough guide to show you which weapon
is stronger when comparing quickly.

Finally, at the bottom left is the cost to fire the weapon.

Overall the Light Cannon seems to be a decent weapon at first glance. It has pretty consistent damage and will always fire five shots, making it one of the most damaging weapons in the game. Unfortunately, even a weak enemy shield will manage to deflect the majority of the damage from the Light Cannon, thus significantly weakening the weapon’s effectiveness.

The next weapon shared, the Energy Lance, is on the other end of the spectrum. Though it only fires a single shot, it also has much higher damage, making it quite a useful weapon for when the enemy has shields at full strength. That said, unshielded enemies would make this a bit of a waste when compared to the Light Cannon, as the latter would be able to dish out higher average damage.

The final weapon shared was the Pulse Repeater. This weapon is a bit unique out of the Ironcast weapons in that, though it has a rather consistent damage per shot, the number of shots is varied. Unfortunately the Royal Electric scientists couldn’t get the power flow quite right, resulting in the random number of shots.

Overall, the developers claim that it is comparable in use to the Light Cannon. “However,” they add, “you could strike it lucky and land the full ten shots (making for a blistering 150-160 damage in one attack).” They warn, “Alternatively, the weapon could put out a measly five shots, meaning a total damage of only 75-80. Who knows?! That’s part of the fun.”

Dreadbit intends to reveal information on the remaining Ironcast weapons next week, and we’ll keep you informed as they do so.


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