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Another new bomb idea thread

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Portrait de Doctorspacebar
Doctorspacebar

Yes, yes, I know it's redundant. Anyway, these will be bombs specifically tailored to certain niches- or just really cool ones.

Tropical Storm
(2* Wave Bomb -> 3* Wave Bomb Mk II -> 4* Wave Blast -> 5* Tropical Storm)

Tropical Storm's blast radius isn't your typical circle. It starts with a tiny circular blast, then creates a wave that spreads forward in an arc in the direction the bomber was facing. The wave stops at low walls, and anything it hits will be slammed with high knockback and Elemental damage. The range of the wave and the length of the arc relative to the initial blast gets higher as the bomb is upgraded (with the 5* reaching 6.5 squares and having a 90-degree arc).

But the best part? Nobody will know which way the wave will go unless they see the direction the bomber's facing, the wave travels quickly, and the fuse time is short. The range of the wave is close to a short-ranged gun, though the wave will not pass over walls (don't want to make gunners too angry). The charge time is the equivalent of the blast bomb. In addition to being a good Slag-flooder in Legion of Almire and an excellent circuit breaker in GitM, the Tropical Storm will tear up Skolvers that don't see the wave coming. A quick-turning bomber will be able to baffle any Skolver.

Flavor text:

2*: "A bomb that creates a wave of water specifically tailored to fry circuits and wash away the undead."

3*: "Addition of a simple seismic mechanism has increased the power of the Wave Bomb considerably."

4*: "Improving the seismic mechanism took a single lot of Ironwood and a whole lot of testing. Fortunately, those Shufflebots were not destroyed in vain."

5*: "At the end of a storm, normally one will find loads and loads of robots with short circuits. That was basically the general concept of this bomb."

Lethal Urchin
(2* Urchin -> 3* Sharpened Urchin -> 4* Toxic Urchin -> 5* Lethal Urchin)
The Urchin is a "bomb", in the loosest sense of the word; it's closer to a bomb than it is to a sword or gun. Basically, it's a metal ball with chrome spines; the later versions have them dripping with poison.

Its unique feature is the amount of ways it can damage a foe. Lifting an Urchin happens quickly, but will smack enemies in front of the bomber for a small (like, 5% of a same-level Spine Cone) amount of Piercing damage. Once it's charged (which doesn't take long) and laid down, it will immediately be able to poke anything that walks over it for the same minute piercing damage before it explodes. Once the fuse is done, the Urchin shoots out its spikes, turning into a temporary floor hazard! The Lethal Urchin has a range .5 spaces smaller than the Dark Retribution. Anything that walks on an Urchin takes gradual Piercing damage, much like the Dark Retribution.

Now, obviously, this has one specific purpose: GREAVERS! The Urchin will interrupt Greavers very effectively even if you forgot to charge it. It'l also be nice for Trojans; Urchin, half-circle, repeat will be very effective. It's not really a Lockdown bomb, but could be useful as an alternative to the VT (less range, but it can't be UV'd against quite as effectively). Devilites won't be too scared of it, but that's what you brought DBB for, right?

Flavor text:

2*: "An experimental Spiral Knight weapon, the Urchin is a useful tool for the gullible monsters of the Clockworks."

3*: "Many bombers that use this weapon often have come to the educated conclusion that, contrary to what some villains say, good will triumph because evil is dumb."

4*: "This Urchin has had a large amount of toxins added to its spines, but at the end of the day, it's still the same spiked trap we all have come to know."

5*: "Trapping's a good job, mate. It's challenging work, out of doors, and you won't go hungry, because at the end of the day, long as there's people left on Cradle, everyone's gonna want Greavers dead."

Antimatter Tempest
(2* Antimatter Spray -> 3* Antimatter Spray Mk II -> 4* Antimatter Storm -> 5* Antimatter Tempest)
This powerful Shadow-damage bomb has a small, practically useless initial blast. Then it turns around and drops anti-matter meteors on targets. The three targets closest to the bomb will have the meteors fall on their heads (with meteors that don't find a target simply dropping randomly near the bomb). The meteors can target objects up to eight spaces away (with the 5*; the 2* can only reach five spaces). The number of meteors increases by 1 for each upgrade, with the Tempest having SIX meteors dropped.

The meteors themselves rarely, if ever, overlap, so the damage is good- just barely below a same-level Nitro. The blast radius of each meteor is around 2-3 spaces. And the best part? The fuse time is short. Hope you swordsmen brought your Snarby coats, heh heh heh.

Flavor Text:

2*: "A powerful weapon capable of weaponizing anti-matter. This is an experimental version."

3*: "The only disadvantage to this bomb lies in the fact that the jellies it kills are not safe to eat. Trust us on this one."

4*: "Ever had a problem with difficult people? A meteor to the face works wonders."

5*: "The Antimatter Tempest was originally going to drop twelve meteors, but the amount had to be cut in half to prevent friendly fire. Also, swordsmen and gunslingers would have been jealous."

Compliments? Suggestions? Scathing rebukes?

Portrait de Luguiru
Luguiru
Demoman is credit to team

Tropical Storm takes advantage of the fact that bombs are actually directional without just making it a Brandish charge while retaining a radiating effect; the initial explosion still has the area of effect, but then the real show starts.

Lethal Urchin has a lot of utility with pierce damage, creating a rival for Barrage; do you want the large area and damage or small rapid attacks in a smaller area? It may not be a replacement for the old shard bombs but it creates a new mechanic to deal with a common problem for bombers.

Antimatter Tempest seems like Retribution with a more random based attack, though the homing radius is a little too far. If we go by the 2* having three meteors and every upgrade gaining one more meteor, the meteors could start around two spaces away from the epicenter equally apart from each other then fire away from the epicenter for one space (deals more damage before it hits the ground), then creates a tremor from the impact which travels two spaces further from the epicenter (less damage than the meteor crashing, but still fast and travels relatively far). Having the ability to track without the player doing anything just seems too powerful, not that bombers are undeserving, but then gunners would be asking for a homing bullet gun to snipe with.

Portrait de Addisond
Addisond
Feedback

1st bomb:

Uh, it's a claymore. Just much cooler. And probably more lag-inducing. I don't have a problem with claymores in general, but it seems pretty unfair that you don't know which way the bomb is going... I know that swordies need to get nerfed in LD, but I don't like how you're doing so. If you're gonna go down the path of making bombs unpredictable, why not just remove the lines around blast radiuses, showing fuse time in some other way? Swords and guns don't have "YOU MAY NOT STEP HERE" warning signs around their hitboxes, but you can at least tell which direction they'll attack in.

I like your flavor text.

2nd bomb:

I like how this would be good for boxes, switches, etc. I don't see how this is really any different from DR aside from less lag, and no safe zone in the middle, but you can always have more damage type variety.

I still like your flavor text.

3rd bomb:

I'm curious about this one. How, exactly, do the meteors work? like, on moving targets? If meteors are homing, it's OP for LD. You're either making a doom radius of eight squares, which is ridiculous. If they drop without homing, it just wouldn't work on anyone not standing still. I also have an issue with skill. This looks like I could just drop it anywhere in PvE and the computer is doing the rest for me, no need to actually think about placement, just need to play bullet hell until everyone's dead. And having computerized targeting means it'd be hard to hit moving targets in PvE.

:3 flavor text.

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Doctorspacebar
Good points.

I see everyone liked the Urchin =)

Now that I look at it, yeah, the Antimatter bomb is a bit too easy to kill with in the state I made it in. I'll tweak it a bit... should I randomize the meteors, or make a shadow appear where they're going to land? Or Lug's idea? I didn't imagine they'd home in on targets, but I also didn't think of how powerful the meteors would be against your average Jelly Cube... (Keep in mind, the meteors are hurled into the sky, then rain down on the enemy. Much like Mortafire missiles. But cooler. And likely in need of balancing.)

Portrait de Addisond
Addisond
Everyone = me and lug :/

I'm not following lug's suggestion for how it could work at all. I'm under the impression that the small explosion would come quickly and make a sort of curse, which induced Armageddon, in which meteors rained down. Although I have no idea how the meteors would work.

What I'm seeing here is that either you make it random, which is a more confusing RSS (the new and lame version), or you give it a pattern. And though I think it would be incredibly cool to have a pentagram etch itself between the landing sites of falling meteors, it would still be too much like the current RSS.

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Oatmonster
Lick

I think it would be great if all bombs could have weak melee/standard attacks like that urchin bomb.

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Doctorspacebar

@Oat: That would be ideal for crystal-smashing and Greaver-bonking.

Actually, I think making the Antimatter Bombs target enemies, but having a warning appear under them before each meteor drops (basically, a shadow, to indicate there's a meteor above their head), is the best way to go. Remember, only one needs to hit to cause the damage, and the meteors will fall in quick enough succession to keep enemies from being juggled; even then, knockback is best left out of the explosions, to avoid causing the kind of chaos the new Shards cause.

Portrait de Addisond
Addisond
hmm...

w/o knockback, it's different enough from the shard bombs, I guess. With telegraphed homing, it seems a bit skillless, but eh, whatevs.

I only just realized this, but the damage on lift thing needs to happen when you lift it all the way above your head. Otherwise you can lift it as fast as your mouse can click, giving you ridiculous damage.

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Hexzyle
+1

Necro-Bump because this is awesome.

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Kyrie-Phoenix
+1

Seems like a pretty good bomb. Plus.

Portrait de Grittle
Grittle
+1

+1