I'm not sure if this has been suggested yet so here I go:
- Damage
- Pierce
- Mechanics
- The bomb would have the same charge time, walk speed, blast radius, and fuse time of the DBB.
- At detonation, there would be an explosion jelly "splat" with low damage. Almost immedietly after this, a series of spikes, like those of the giant lichen colony, would come out of the ground, originating at the source but in 8 slightly random directions. The reach of these spikes would be confined to within the blast radius. The small "explosion would have the range similar to the small damaging explosion of mist bombs.
- right now I'm not sure how much damage it should do but i'm thinking each spike would do about half as much damage as the nitro on neutral targets to make up for it's lack of solid AOE and because each enemy may be hit more than once.
- Apperance
- 3* A slightly translucent blobby orb of jelly, with a small row of spikes at the bottom, the same coloration as your average lichen.
- 4* More cores, the spikes become larger and it gains more small spikes along the top. Pink like a lichen colony.
- 5* Numerous cores, covered in wicked looking spikes. Giant Colony Red. When it detonates, the small explosion is accompanied by a faint brief holographic giant lichen colony, using it's spike root attack.
- Possibly a variant to resemble one of the status slimes, most likely the toxilargo. If so, only the small explosion can cause status.
Why has no one responded to this yet? I am not the ultimate judgement of new weapons.
Yes, a new bomb mechanic; not only does it address that bombs have the least variety but it also does pierce damage. An element version of the standard mechanic would also be nice, but we can save that for Irontech/Deconstructor.
Split normal-pierce? Sounds like Ionized Salt, one of the disowned mainstream lines. I was hoping for pure pierce seeing as it is based on a piercing enemy.
It does a little knockback before having spikes come out? Why not skip the knockback and get to the spike part? Lichens in the full colony attack by raising spikes randomly around them in a certain radius, why not do that alone? The spike area of effect would still be restricted within the standard blast radius (Blast, Spine Cone, and vaporizer lines) but only damage an accumulative half of the entire surface area; you can keep the normal damage but the overall damage would have to be fairly lower than Barrage/Nitronome for this to make a close shave. I can help you crunch numbers for damage if you want to keep it split normal-pierce to keep Nitronome the highest damage per time per area. Standard blast radius, when it detonates only half of the total surface area is affected by the damaging spikes, balance the damage so it stays fair.
For appearances sketches or colored drawings are always nice. Feel free to use existing models as references. Kentard has his own equipment project thread going if you want to ask for help.