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Ragnarok
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Return to thread2013-01-31 18:20
Right, I'm gonna put a detailed analysis behind my vote, possibly just to help me decide, or you guys, and also I like writing essays.

So in simple terms, what is the fireball gun, what does it do? Well, according to my small testing, it's a fast gun, that can also shoot rapidly upwards with quite good reach, not as fast as gun8 though. Also, it shoots through destruct scenery and powerups, meaning the shot can hit multiple objects. However when powered up, this changes, and it practically becomes the blaster powerup, except without unlimited ammo. So losing gun8, means we might lose chasing capabilities (in cases where fireball is powered in various levels which I'll go over later), however it means we might have new tactics available in the levels. Gun8 wasn't really used much, and fireball might give a noticable change to the gameplay. So let's analyse the levels we currently play to help us get a better view of how it will affect?

Semi: No gun8, no difference.
JE: Some gun8 and no powerup, upon testing it a bit, it looks like there won't be much of a gameplay difference since there aren't many places to tactically shoot the fireball up, and gun8 wasn't really used other than for chasing at the top, which fireball can do too. No real difference.
BBlair: No gun8, no difference.
BBSwing: No gun8, no difference.
GW: Gun8 near bases, but no powerup. This means we have a new tactic in this level (similar to guarding by shooting bouncers upwards in various sections of the slopey areas of the level). Also, there are no real chasing corridors for gun8 to really have been useful here, so I believe fireball greatly enhances gameplay in this level.
Epitome: Some gun8, no powerup again. Quite a few tactics made possible with this by shooting upwards again. It adds decent combat capabilities to the horizontal sections of the level as opposed to gun8. Enhances gameplay again in my opinion.
Distopia: Some gun8, and the powerup. This level can and will be quite altered in gameplay from the powerup. There aren't many areas to shoot up, but notably horizontal guarding around the seeker powerup and bouncer powerup might be made easier if lacking seekers. Chasing along the top of the level isn't as potent with fireball instead of gun8. Adding the powerup also, gives effectively limited shots of powered blaster. Adding a third powerup to this level might change things. Fireball powerup isn't necessarily strong in this situation though, since it's against two much more superpowered powerups being seeker and bouncer. It does affect this level a lot, however not too drastically. I do think it's not a very good enhancement to the gameplay though and could be avoided in this level.
Wicked Wood: No gun8, but the powerup next to the carrot. In this level, it's pretty much just a limited blaster powerup given that there is no actual gun8 ammo at all. I've always thought this level was about supposedly controlling the powerups, giving a fourth powerup to control might change the dynamic, but not in a way I'd care about because the powerups that it is against are already much more powerful than fireball. I don't really have an opinion on how it changes this level.
Gauntlet: No gun8, no difference.
Super: No gun8, no difference.
All Your Base: Some gun8, and the powerup; I don't really like the change here. I am a huge fan of chasing across the top of the level with gun8, and there aren't many enhancing features to the gameplay with fireball in this level: not to mention it changes the nature of it being a level with two powerups to one with three! It does remove the chasing with gun8 element if powered up, but I guess you can still use RF, it's just something I didn't do in the past. Perhaps it's not really a bad thing, I just don't really care for it here.
Diamondus Warzone: No gun8, no difference.
SBv2: No gun8, no difference.
SILWI: Some gun8, no powerup. Vertical guarding with fireball becomes more prevalently possible in both bases here, but no real changes to the gameplay otherwise, maybe shooting on bases will be different a bit, but not drastically. Enhancement to gameplay imo.
COTS: No gun8, no difference.
Zaitox: Some gun8, no powerup. The differences are minimal, but do allow for easier camping at the base, but nothing that wasn't possible with seekers already. Gun8 wasn't really used for chasing here, so really little difference here.
DoS: No gun8, no difference.
Atom Heart: Some gun8, no powerup. The uses here are very obvious and aren't worth explaining, but I do like it a lot for this level. It makes areas somewhat more campy, in a way that I do like.
NBlast: Some gun8, no powerup, the gun isn't in high amounts in this level, meaning it probably won't be used much. No notable difference here.
Frontier Falls: No gun8, no difference.
Crystalline: No gun8, no difference.
Trigelateral: No gun8, no difference.
TCSv3: No gun8, no difference.
This level is untitled: Some gun8, no powerup. No real difference to gameplay, maybe easier to block off some narrow vertical passageways but no real difference.

So all in all, what does fireball do for us? It changes some of the levels a bit in very good ways, such as GW, and in some levels it doesn't really do much. Personally I think it could be fun to allow in games, though I wouldn't really care if it wasn't there, till we start designing newer levels around the powerup where it may be more useful. For now, I'd say do add it though, as it enhances gameplay in several levels.

What else? Well, not many of you guys really used the old gun8 anyway, so maybe it is for the better. Some may argue it 'changes the game' meaning the best players can't be the best anymore. Well, that's not really what makes you the best players, I think better players could adapt to such a 'change' and therefore I think it's a good choice to keep the fireball over the old gun8. Thank you and goodbye!