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-a prime-class weapon that pushes the user backwards and then pulls the target into the space the mech used to be (would have to be flying/water immune for maximum effect)
-a ranged or science class weapon that has dual fire modes like the boulder thrower. If hitting an enemy, they get "drenched", cancelling their attack; if targetting an empty space, it becomes a water tile
I think water should replace fire with smoke rather than removing it, and leave smoke unaffected. It could wash away sand in desert levels, though.
Not sure about the ice interaction.
Cool ideas though, particularly the one where you can move between water tiles anywhere on the map. Possibly OP?
Probably a good call. I guess shooting water isn't much worse than the Cryo-Launcher, which basically insta-kills Vek anyhow.
In terms of regular use instant killing is very potent so it needs to be restricted either by negative side effects or by limitation of use.
Examples would be stuff like "Drill that generates a hole, but also causes an extra vek spawn to appear next turn" or "Torpedo that enlarges existing hole, only creating a new hole adjacent to an existing one"
The prime mech would crush the space it landed on generating a space of water at the start of the battle, so there's always at least one.
The artillery mech would apply terrain effects (underwater, on fire, acid, whatever) from the space directly behind it to the space it targetted.
The science mech would have a passive weapon that allowed the teams nonflyers to attack from water spaces and deal +1 damage when they did.
Also indeed a weapon that creates water squares but has limited uses and maybe other limitations(like you can't shoot directly at enemy) - isn't such a bad idea as well.
And maybe there could be a map with narrow canals with amphibious Veks that can only attack while in water.