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Remote Detonation bomb + Shaped-Charge bomb ideas

3 replies [Last post]
Mon, 11/26/2012 - 20:33
Qwez's picture
Qwez

Re-evaluation: Remote Detonation bomb
Real-world Weapon Example: C4

Fuse Bomb from here.
However, this type of bomb will have a maximum of some number of bombs placed at a time per player. Also, rather than the replacing weapon thing in the link(which would cause problems when people lag), attacking will place inert bombs, releasing charge will detonate all of the player's bombs. This bomb type will be similar to the attack style of bombs of SK beta, but different in that these bombs only explode when the charge is released and will otherwise be inert.
-Placing an inert bomb has the same, short stop n' go action of all other bombs (stand still for a moment while placing)
-Inert bombs stay until detonated, the player leaves the floor, the party moves to the next floor, or when the bomb is no longer equipped, etc.
-Inert bombs will stay even when you switch weapons

In-game Example: A Spiral Knight attacks a couple times and thus places a couple inert bombs. The Knight then kites some enemies back to the planted bombs with its gun, switches back to the bomb weapon, charges, and detonates them.

Concept: Shaped-Charge bomb
Real-world Weapon Example: HEAT warhead on Bazookas/RPGs.

None of t h i s, but This.
This type of bomb will be a high-damage, close-ranged bomb that shoots a line(not a cone, not a circle, but a line).
-This type of bomb will have absolutely no knock-back, but has interrupt.

Hopefully, I don't need to clarify anything about the basic concepts.

I don't know about balancing so someone else can think of it (aka hijack these ideas), but I'll put out some random stuff for people to draw inspiration from?
-Remote Detonation bomb (5*): I'm thinking maybe 3-5 maximum bombs (depending on the graphical factor), summation of damage is equal to Nitrodome?, the range might be a third of the Nitrodome or the range of a proto bomb, fast charge time?. -> Nitro would still outclass in DPS with faster charge time and larger range, but get beaten in being a fall-back weapon.
-Shaped-Charge bomb (5*): I'm thinking damage somewhere beyond that of BAB, range is less than 2 squares, graviton charge and walk?, short fuse. -> not Can-A-Lot, but firing a cannon in someone's face. Delicious.

tl;dr

Tue, 11/27/2012 - 07:50
#1
Juances's picture
Juances

Against regular enemies it's really unnecesary. The game is too fast paced to bother with such tactics. Just blow everything right away.
Also since monsters come in waves, you're only able to set up traps for the first, weakest one if thats was your idea.

But then in LD it becomes overpowered. Rig a point, run to your base and when you see the point turning neutral BOOM.
Speaking of wich, how would it work? will other players see it?
Then there's the psychological effect (fear) of seeing a goddam bomb on the capture point. How do you beat that?
On the bright side, we'll see more guardians in an attempt to absorb the explosions but it's still not fair.

Tue, 11/27/2012 - 08:50
#2
Qwez's picture
Qwez
Against regular enemies it's

Against regular enemies it's really unnecesary. Catalyzer. Now that I think about it, this Remote Detonation thing is like the Catalyzer.

But then in LD it becomes overpowered. Rig a point, run to your base and when you see the point turning neutral BOOM.
Hmm... then impose a detonation range, the player has to be within x blocks to be able to detonate these bombs, I guess I was only thinking about Clockworks. I was thinking about keeping bombs in place indefinitely as a sort of counter-balance, as the player has to detonate them before being able to place more in another area.
I'm thinking somewhere around 10 blocks range of detonation, which would make it possible to see a player from the top trying to detonate and slightly on the sides, but not the bottom.
Seeing as going back to the bomb area to detonate is a pain, I'd say that detonating from beyond the detonation range would cause the placed bombs to disappear. Now I'm thinking of adding a green/red light to the bombs on the floor to show whether or not the bomber is in range to detonate to give indication to the people under the placed bombs and indication for the bomber.

(I was thinking of making this Remote Detonation bomb attack like the Catalyzer(Charge = place bomb, normal shot = detonate) but bombs are omnidirectional and would not work in the same way and most people don't shield before charging bombs)

Tue, 11/27/2012 - 10:11
#3
Hexzyle's picture
Hexzyle
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