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Shard bomb tactics

29 replies [Last post]
Sun, 10/14/2012 - 07:34
Autofire's picture
Autofire

No, this is not a shard bomb rant. This is a thread for figuring out how to use the new bombs. Some of these things I haven't tried yet while others I have tried. Here are the techniques I've thought of:

  • Giving it to large enemies (where 4 or more shards can hit at a time)
  • Area of denial (an explosion every half second can become difficult to get by)
  • Hybrid loadouts (explosives and sharp things! This works a little like the Dark Reprisal)
  • Hitting many enemies at a time (I think this is the main thing the devs had in mind when the bomb was created. You have several enemies all together, so you can deal a large amount of damage to them all.)

Anyway, this is NOT a complaint thread. Make/find your own for that. I'm trying to come up with ways that are viable methods for using bombs that have been modified.

Sun, 10/14/2012 - 07:39
#1
Derpules's picture
Derpules
My tactics:

1) "WTS shard bomb! Will take any offer!"
2) Sell shard bomb.
3) OH THANK GOD

Seriously though, most of the ideas you suggest are obvious, and people did suggest them early on, but the fact is they don't work.

"Giving it to large enemies (where 4 or more shards can hit at a time)" <-- Nope. Hits are capped at. . . two, I think?

"Area of denial (an explosion every half second can become difficult to get by)" <-- It's harder to get by Nitronomes or the various status bombs.

"Hybrid loadouts (explosives and sharp things! This works a little like the Dark Reprisal)" <-- What does this even mean?

"Hitting many enemies at a time (I think this is the main thing the devs had in mind when the bomb was created. You have several enemies all together, so you can deal a large amount of damage to them all.)" <-- Nitronome is even better at this, regardless of enemy.

Sun, 10/14/2012 - 08:53
#2
Bopp's picture
Bopp
why not just continue other threads on this very topic?

There's already a thread on this very topic on the front page of the Arsenal forum. Just continue that thread?

http://forums.spiralknights.com/en/node/66243

Sun, 10/14/2012 - 12:02
#3
Oatmonster's picture
Oatmonster
Lick

Shard hits are capped at 3. After that, or even if you just chain hit enemies past 3 hits, they gain invincibility. Shards also randomly disappear near walls. Yes it's random. If you stand in the same spot near-ish to a wall and drop shard bombs, some shards will disappear, and some won't. You do realize that something has to be pretty much Vanaduke sized for you to even try to hit them with four shards?

Not when there's a huge dead spot inside the ring of bombs and the bombs to a low enough damage for you to just not care about a hit.

I don't even know what you're saying here.

The shards themselves have small AOE, and again, the bugged hit limit.

I'm not sure you've really been using these bombs. You might have messed around a little but your tactics speak against that.

@Derpules, DBB's lack of knockback makes it even better for hitting multiple enemies.

Sun, 10/14/2012 - 12:22
#4
Narfle's picture
Narfle
heehee

It's funny that the thread Bopp links to ALSO links to an earlier thread--lots o' folks thinking the same thing: how do we make these things viable?
I Haven't tried them out with a max dmg build yet, but I have been derping around with the ISB quite a bit. At least for PvE, area of denial works in specific situations: the KB is enough to create a persistent wall of dmg, and the shock derps critters enough to be caught by successive secondary shard explosions (say that five times fast). Also, very careful placement can get the shard pattern to conform nicely to small--but not TOO small--areas, creating a literal wall of dmg. Not going to get into the whole disappearing shards problem, which is a definite problem, just saying that they can indeed work for area of denial in certain situations.
Also, I've been having good luck combining the ISB with different hazes. The fuse time on the initial explosion is short enough to create a wall, switch to drop a haze, and switch back again for another wall. It still takes ages to kill anything with just shards and haze--even if you're switching with something that deals higher DPS like the VT or AoA--but it's pretty effective for controlling large mobs.

Sun, 10/14/2012 - 13:14
#5
Darkbrady's picture
Darkbrady
@Naffle: Even with max

@Naffle:
Even with max damage, the shards damage doesn't even remotely compare to any other worthwhile killing method, and as a wall/area denial, the hazes still tend to do the job better.

Sun, 10/14/2012 - 13:14
#6
Darkbrady's picture
Darkbrady
@Naffle: Even with max

@Naffle:
Even with max damage, the shards damage doesn't even remotely compare to any other worthwhile killing method, and as a wall/area denial, the hazes still tend to do the job better.

Sun, 10/14/2012 - 14:08
#7
Narfle's picture
Narfle
@darkkrady

Thank you for your input.

~Naffle

Sun, 10/14/2012 - 14:27
#8
Fehzor's picture
Fehzor

All of the above have been tried... Myself and other have found that-

Giving it to large enemies (where 4 or more shards can hit at a time)

-Fails due to shards not hitting more than 3 times. Other things, like brandishes, will wreck them faster.

Area of denial (an explosion every half second can become difficult to get by)

-Fails in LD due to haze bombs providing a wall of damage that lasts for longer. Fails in PvE due to other things, like darkbrady said, dealing damage much faster.

Hybrid loadouts (explosives and sharp things! This works a little like the Dark Reprisal)

-Hybrid loadouts will benefit more from ash of agni and other haze bombs that don't have knockback, and that don't rely on both damage and ctr to work.

Hitting many enemies at a time (I think this is the main thing the devs had in mind when the bomb was created. You have several enemies all together, so you can deal a large amount of damage to them all.)

-Its easier to just use a different bomb to hit everything just as fast and for more damage. They don't deal enough damage for this.

Sun, 10/14/2012 - 14:54
#9
Narfle's picture
Narfle
Ok, but...

To be fair, this isn't a what-does-every-other-bomb-do-better-than-the-new-shards thread, because, well, derp.

Mon, 10/15/2012 - 10:54
#10
Autofire's picture
Autofire
Oops!

What I meant by hybrid was put down shard bomb, pull out sword, and keep that specific area. When I said "Sharp things" I meant flourishes.

Also, that shard per enemy limit thing is odd. Tell me then: limiting the hit count should also go for the Dark Reprisal, no? You can deal masses of damage to the RJ using just one bomb. The disappearing thing is strange too. I'm assuming these are bugs and that they'll get fixed some time in the future. (Oh, btw, I do have a GM question: do shard bombs intentionally lose shards on the blast? Was that done to keep shards from all staying in one confined area?)

Mist bombs don't always work because of status resistances. I forgot to point that out. A vog cub equiped person won't catch fire often enough for an AoA to work. For hybrid area of denial, that works well in LD as far as I've tried it because it is all pushing things away.

I wasn't aware of the other thread. >.>

And yes, viably, they aren't that great compared to other things. However, assuming a buff/bugfix comes their way, why not try to figure out something so we can know how to use it when it become useful?

Mon, 10/15/2012 - 11:02
#11
Darkbrady's picture
Darkbrady
Dark Rep doesn't have a hit

Dark Rep doesn't have a hit limit, but it does trigger invinci frames in pvp which reduces its usefulness there as well.

Hazes are limited by peoples resistances, but if you keep a mixed loadout you can keep on top of that. It's generally pretty easy to find out which players are immune to which and, even if they do catch you at first, you'll know from then on. And this can be further mitigated by cycle-hazing your full loadout; guaranteed to catch people out then, and multiple effects as well stack up nicely.

If/when a bugfix comes out then the debate can be reopened into new possibilities of what tactics can be used, but for right now, many people have tried out various styles and generally not got anywhere. Fact is, it's like trying to effectively use winmillion...the shards are just UP, flat out. They can be used, and they can be used effectively, but not on a level that compares to other, more effective methods. If you enjoy using them, go ahead, nothing's stopping you and they're not broken uselessly, but just don't expect to keep up with other choice weapons, is all~

Tue, 10/16/2012 - 13:25
#12
Bopp's picture
Bopp
on the other hand

If there's one thing I've learned it's never assume OOO has a clue about anything.

On the other hand, their knowledge of this game is vastly, incomparably gigantic, detailed, and sophisticated compared to yours or mine.

OOO just don't care. I'm sure they cared about the game at some point, but they don't anymore. Spiral Knights is an orphan as far as its parents are concerned.

They may not care about our shard bomb complaints, but they certainly still care about the game, as they are still devoting financial resources to the game.

Tue, 10/16/2012 - 13:57
#13
Zeddy's picture
Zeddy

On the other hand, their knowledge of this game is vastly, incomparably gigantic, detailed, and sophisticated compared to yours or mine.

If you gave me this game's source code, I could fix the stun bug in a day.

There, I can make claims from nowhere I can't back up, too.

They may not care about our shard bomb complaints, but they certainly still care about the game, as they are still devoting financial resources to the game.

That doesn't prove they care about the game. I devote time to my job but that doesn't mean I care about at the place; I just want the paycheck.

Tue, 10/16/2012 - 14:26
#14
Bopp's picture
Bopp
okay Zeddy

You're asking for evidence for my claim that they know vastly more about the game than you or me? I didn't think that such evidence was necessary. I mean, they obtained funding for, designed, wrote, and maintain the game.

For example, I'd like to know the damage of Hail Driver at depth 28. I'd also like to know exactly how much each phase of its animation takes, and exactly how much each level of ASI speeds up each phase of that animation. While I'm poring over video capture of my screen and doing repeated tests for the sake of reproducibility, they can just look this up in their code, or in their design notebooks.

I guess I should just speak for myself, though. Maybe you're on their level, far above me.

I don't know how good of a programmer you are, or how fast you could fix the stun bug. But you seem to think that they are incompetent programmers, even though they have made this massively multiplayer game that we both love. The more likely scenario is that the stun bug is a delicate issue of timing, or that resolving it would require a significant refactoring of code that they don't dare attempt, in this environment of users who can't tolerate one hour of downtime. Don't you think?

Tue, 10/16/2012 - 15:23
#15
Darkbrady's picture
Darkbrady
Exasperates me when people

Exasperates me when people whine that devs no longer care about their game. Is exhausting, and you get them on every single MMO. I'm sure there's some psychological subtext being portrayed by said whiners, but who am I to say....

Fact is, Zeddy, you have no idea what the devs think or feel about the game that they spent years devising, coding, programming, funding, marketing and maintaining. Just ask yourself; if you spent years making a game out of nothing, you'd (surely?) be one of those people saying "oh, I'd know exactly what to do with my game and do exactly what the game needs" etc etc etc. Then imagine that out of all the people that play, love and enjoy it, you get a dozen people a day QQing that you hate the game and you hate the players and you should just drop dead etc.

How would you feel? Or do you genuinely believe you'd become so jaded that you'd lose all interest in your game and its playerbase? We all know the likely answer, so let's just quit the off-topic tantrum and get back to the topic at hand: "No, you can't use shards competitively until if/when they fix them".

Tue, 10/16/2012 - 15:23
#16
Darkbrady's picture
Darkbrady
Exasperates me when people

Exasperates me when people whine that devs no longer care about their game. Is exhausting, and you get them on every single MMO. I'm sure there's some psychological subtext being portrayed by said whiners, but who am I to say....

Fact is, Zeddy, you have no idea what the devs think or feel about the game that they spent years devising, coding, programming, funding, marketing and maintaining. Just ask yourself; if you spent years making a game out of nothing, you'd (surely?) be one of those people saying "oh, I'd know exactly what to do with my game and do exactly what the game needs" etc etc etc. Then imagine that out of all the people that play, love and enjoy it, you get a dozen people a day QQing that you hate the game and you hate the players and you should just drop dead etc.

How would you feel? Or do you genuinely believe you'd become so jaded that you'd lose all interest in your game and its playerbase? We all know the likely answer, so let's just quit the off-topic tantrum and get back to the topic at hand: "No, you can't use shards competitively until if/when they fix them".

Tue, 10/16/2012 - 15:49
#17
Capt-Chopper's picture
Capt-Chopper
Ima stun you!

Regardless of what you guys are talking about, limiting hits and making shard disappear when close to walls is pretty stupid and unfair. Brandish charges or DA energy swords have no hit-limit whatsoever stopping them from hitting multiple enemies which should be a bomb only trait, swords should be single target dps. Seriously what weapon in the game prevents you from damaging X enemy X number of times?

They already have hilariously low damage but they go even further by ensuring skilled players can't use them in tight corners to get higher damage pretty much reduces their usefulness to spamming them. Oh lets not forget the annoying random knock-back to make your teammates hate you.

Tue, 10/16/2012 - 16:22
#18
Zeddy's picture
Zeddy
@Bopp

Hail Driver does 88 damage towards neutral targets, 169 towards weak ones and 31 towards resistant ones. As for the speed-stuff, you'd have to ask someone who uses guns.

I don't know how good of a programmer you are, or how fast you could fix the stun bug. But you seem to think that they are incompetent programmers, even though they have made this massively multiplayer game that we both love.

There was a single programmer working on Spiral Knights for the first 6 years or so during the game's development. He quit the project a while ago. This is why the brunt of the updates this year have been mostly art assets and one very broken weapon.

Tue, 10/16/2012 - 17:59
#19
Bopp's picture
Bopp
out of date

Hail Driver does 88 damage towards neutral targets, 169 towards weak ones and 31 towards resistant ones.

You're getting that from the wiki? Those edits were made to the wiki on February 7. The damage buff to handguns and bombs happened on May 9. So I'm pretty sure that your numbers are not accurate. Of course, we will collect new numbers soon.

As for the speed-stuff, you'd have to ask someone who uses guns.

Who? No player can know this information without extremely detailed study of the outward-facing behavior of the game. But Three Rings knows it trivially, because they made the game, and can simply look it up inside the game.

There was a single programmer working on Spiral Knights for the first 6 years or so during the game's development. He quit the project a while ago. This is why the brunt of the updates this year have been mostly art assets and one very broken weapon.

If it's true, then that's sad. Can you give us any more detail about the level of programmer? You mean, to write the game engine itself? They must still have people scripting atop the game engine. I would love to know more, including a citation.

Tue, 10/16/2012 - 18:14
#20
Autofire's picture
Autofire
Note: I misclicked and lost this whole post,

so this is a rewrite.

Skip this part if you aren't interested in programming. This is mostly addressed to Zeddy.

On the programmer topic, Zeddy, you either aren't a programmer or you are being sarcastic. For all we know, this stun bug could be related to the core engine of the game. Going straight in could cause a whole load of many bugs which are all much, much worse. (A scenario I can think of is: Curse bug returns {Makes so that you can self curse and step on the elevator, giving perma curse resistance for the whole run}, Freeze doesn't let player turn, even after it breaks, and Shock flinching occurs once and doesn't stop until it goes away.) Many bugs may be really complicated. Maybe they tried to fix it already but it caused a myriad of bugs when it was fixed. The only solution could be to rewrite stun altogether. We honestly do not know what the devs have gone through and what may need to be done about it.

Please note, before continuing that I am an aspiring programmer who knows a lot of C, and knows some Java, Javascript, J, and Java, and pretty soon I'll get into FreeBasic so I can make changes to the OHRRPGCE engine for CradleBound.

I know what can happen when you create a bug in a simple 100 line program. Even with syntax highlighting and debugging, it can get difficult to actually find the bugs, especially when these bugs don't even trigger an error/warning message. Now, these bugs are in programs I have been working on for usually a week or so, and even then I still may have a hard time figuring out what is wrong.

Now, knowing this, consider you are a programmer who has just been hired. You don't know much of the parts of the program itself, and they may have written some functions which you need to learn. Being such a huge program, you need to learn a lot of it before you can actually make a good deal of progress in it. Because of this, the person(s) who know the most about the game are the main ones who have to weed out this bug. Just hiring more people won't help too much.

EDIT: I've been ninja'd. I agree with Bopp, though. Can we have more info?

If you don't want to get into the programming discussion, skip above and start reading here.

I was never aware that it was an intentional limitation to the shard bombs to have the shard limit and blast radius shard vanishing. That's rather odd because there are already several other weapons which feature several rapid and/or hits at the exact same time. This makes it very bad, because it is also coupling poor damage with limited hits, and that makes for something that doesn't even do damage to large groups compared to other bombs. (Nitronome comes to mind, but I don't just want an outright bomb. I want something that can be a main damage bomb without actually be just an explosion.)

This is really too bad because I find the bomb fun but I can't even get the mini-shards blow up before the swordy of the party has already pushed and/or slayed all the enemies I was trying to hit. If I did have any control I would likely do some/all of the following:

  • Increase damage a tad
  • Decrease fuse times (Both main bomb and shards) by a small amount
  • Allow all shards to hit a single enemy

If this bomb gets buffed, I might consider making a 5* bomber suit or such just so I can get the most out of a 5* shard bomb which I would make. Until then, I'll just have to focus on things that are actually going to let me keep up with my party. I almost want to email them asking exactly why was the shard hit limit implemented. A good answer may cause me to agree, actually. I am just in the dark because it doesn't make any sense with what I know atm.

Until then, let's just try to think of a good way to use this bomb. Maybe this practice/ideas will pay of when the bomb becomes viable.

Tue, 10/16/2012 - 21:31
#21
Oatmonster's picture
Oatmonster
Lick

I myself have actually been thinking about possible ways to re-balance the shard bombs, although I don't think those ideas warrants the creation of a new thread. Seeing as this seems like the most pertinent thread to post them in, I might as well post them here.

First of all, of course, I would remove the bugged hit limit, and at least increase the intended hit limit to 5 or so. Secondly, I would completely remove the disappearing shards. If you placed a bomb right up against a wall, it will place the pertinent shards right against the wall. The increased hit limit would prevent absurd amounts of damage but players would still be rewarded for tactical thinking. I would decrease the secondary fuse time so that shards would explode before the next primary would. The shards would probably also need a radi increase, maybe by something as little as 10%. I'm think knockback should be removed, or at least weakened on the secondaries. Overall damage should be increased.

One big change I would make is the addition of normal damage to all shard bombs, not on top of the damage increase, but something akin to brandishes, while keeping the neutral damage the same. The rationale behind this is simple. As of now, pure specialized weapons have the same neutral and bonus damage multiplier of split weapons, however, the have severely reduced damage against resistant targets. This would also make shard bombs unique among bombs, in terms of damage.

Sorry for stealing your thread.

Anyway, in terms of tactics, I find that shard bombs are decent at taking out turrets. You can place the bombs so that the primary and two secondaries always hit. The hit limit makes this difficult in large parties where enemy health is high enough for it to take effect multiple times.

Wed, 10/17/2012 - 03:29
#22
Zeddy's picture
Zeddy
@Bopp and Autotarget

You're getting that from the wiki?

Yup, like I said I don't use guns.

If it's true, then that's sad. Can you give us any more detail about the level of programmer? You mean, to write the game engine itself? They must still have people scripting atop the game engine. I would love to know more, including a citation.

I don't have a single source for it, it's from fragments picked up here and there.

Spiral Knights had a single programmer.

Spiral Knights' lead programmer applying for jobs in January, 2012

As for my programming experience, I have formal education in C++, Java, OpenGL, Haskell, Javascript, Assembly and C#, and informal education in BASIC, GML, XNA and probably more other languages I can't remember at the time. I've released a few small videogames made over three days/weeks and a chatbot that hosts werewolf. I do not actually think I could fix the stun bug in a day, but I'm confident I could do it faster than the current effort is.

Wed, 10/17/2012 - 06:25
#23
Autofire's picture
Autofire
He......did all...that for SK?

*Is too speechless to reply*

No, no not really. That is amazing, though. That could explain it, though, why it has taken so so long for this bug to be fixed and why most of the large patches are just cosmetic and things here and there. That explains why it is so much slower for it to get an update. I'm not saying the new people there are bad, but think: like I said before, they likely need to learn the whole engine before they can make a large change to it. Well...now I think I know a lot more about what has been going on.......

Back to the poor thread which we've forgotten about:

Oat, that's not entirely off topic as the programming topic (Though I find this interesting!) and I must agree with some of what you've said. However, the I'm not completely sure when exactly you are saying the shards should still disappear when the bomb radius is hitting something, or should never disappear. While I'm not sure, I sorta think that having them disappear would still be a good idea. I think they are trying to REMOVE the "All shards get one guy" thing. While this should be possible on larger enemies, I think it shouldn't be possible on the smaller ones.

Wed, 10/17/2012 - 06:37
#24
Derpules's picture
Derpules
I think it should be possible.

If you corner a small enemy, you can get the full 3 (4?) Cali/FoV charge hits on it. Why shouldn't a Shard Bomb user get a similar payoff for using terrain to squeeze the shards together? It makes perfect sense.

Wed, 10/17/2012 - 06:50
#25
Zeddy's picture
Zeddy
Weapons that can be used to multihit enemies

Provided they are stationary, perpetually frozen, shocked, stuck in a corner or otherwise meet ideal criteria:

Autoguns (15 hits)
Divine Avenger (at least 4 hits, quite possibly more)
Brandish (~2-3 hits, ideal circumstances can see enemies hit by all 6 hits)
Winmillion (4 hits)
Catalyzer (I think around 7?);
Striker (10 hits)
Alchemer (5 I guess?)
Calibur (3 hits)
FoV (4 hits)
Dark Retribution (a whole lot of hits)
Troika (2 hits)
Thorn Blade (10 hits)
Hammer (3 hits, not even a charge attack)

That is probably not all of them.

Can you imagine the outrage if any of these weapons had an arbitrary hit limit?

Wed, 10/17/2012 - 08:10
#26
Bopp's picture
Bopp
thanks, Zeddy

Thanks for the links, Zeddy. I'm not sure how much we can conclude from them, but you might be right that they explain the persistence of certain bugs, and anyway they're fascinating.

Oh, and I've also been wondering about tactics for these bombs (which is why I was reading the thread). You can read my inquiry to Eeks here, and his detailed response here.

Wed, 10/17/2012 - 09:12
#27
Draycos's picture
Draycos

The hit limit is no doubt from how powerful reprisal bombs were until they got nerfed way too hard. DR isn't too useful anymore, because they both ubernerfed the damage output and the orb rotation speed... so you're forced to use it against massive hordes of enemies or just huge enemies in general, or an enemy could easily waltz through the area and not get hit (if at all, it's poor damage). They should have slowed down the orbs or lowered the damage... but not both. Just look at it.

Now they have a hit limit on shards- can't do diddly squat against single targets, AND they gave them horrid damage to begin with. When a specialized damage weapon deals less against what is weak to it than a normal weapon of a different line, something is wrong.

Wed, 10/17/2012 - 09:17
#28
Darkbrady's picture
Darkbrady
They do have a habit of

They do have a habit of overkilling the buff/nerf patches~

Wed, 10/17/2012 - 10:15
#29
Fehzor's picture
Fehzor

@Bopp

Thanks for the link, that was most certainly of interest... that Eeks came to the same conclusion as ourselves independently is truly a statement in itself.

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