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Weapons: New Bomb Launcher?

27 replies [Last post]
Sat, 07/20/2013 - 14:08
Varo's picture
Varo

*Way to over-powered*
End of thread

---------------------------------------------------------------------------------------------------
Before you say anything, let me explain.
I don't use bombs, I've never touched a strong bomb. But I think that it needs a buff.
Well, you have those ordinary bombs. *Place* BOOM. Yay... Well? Anything fun about that? There should be a way to cast the bomb at a distance without having to walk in the front lines. New weapon: Bomb launcher. It is a zero star item BUT... you can fuse a bomb into it. It costs maybe... I don't know, 10 CE for a one star bomb, 100 for 2, 200 for 3, 400 for 4, 800 for 5 star. Well, anyway, you charge it up which takes: (regular bomb charge time)+(1 ~ 3) seconds. The longer you charge, the farther it gets. The explosion is just like when the bomb explodes. It might take a while to master but it may motivate me to use bombs again.

Possible advantages of this:
-Not in the front lines
-Can shoot far

Possible disadvantages of this:
-Cannot do in close combat
-Longer charge

Possible nerfs:
-Half the explosion of the bomb
-Weaker
-Less status effects

Like? Dislike?

Any Suggestions? Tell me.

*Replaced idea: Throwing bombs instead of having a launcher with a modifier key.

Sat, 07/20/2013 - 14:36
#1
Battlegrinder's picture
Battlegrinder
maybe

It sounds interesting, but as I also don't use bombs I can't comment on how balanced it would be.

Sat, 07/20/2013 - 14:38
#2
Thinslayer's picture
Thinslayer
Catalyzer

We have a bomb launcher, called the "Catalyzer." The charge attack fires sticky bombs at the target, and firing normal shots detonates them. They explode with tremendous damage within a relatively small radius.

The weapon also fires slow regular shots that are comparatively unimpressive.

The other bomb launcher is called the "Polaris." It's bombs only explode after a short period of time, before which they just deal a little damage. They explode more or less like a Static Flash, but do a lot more damage.

Sat, 07/20/2013 - 15:02
#3
Varo's picture
Varo
@ThinSlayer

"We have a bomb launcher, called the "Catalyzer." The charge attack fires sticky bombs at the target, and firing normal shots detonates them. They explode with tremendous damage within a relatively small radius." - Thin Slayer

I own the Polaris. I understand that but what if there was a way to launcher regular, status effecting bombs? I know polaris and catalyer does that but does it land and create a circular ring around the area it hits and explodes? Does it go pass enemies and land at a designated spot? Does it explode bigger than a regular gun like a bomb? Compare the blast radius of a bomb and a gun.

"The weapon also fires slow regular shots that are comparatively unimpressive." -Thinslayer

That's a possible area where a change can happen. This is a new post. It can be edited for the sake of unsatisfied people like you. What do you suggest the timer should be to make it impressive?

Sat, 07/20/2013 - 15:08
#4
Apace's picture
Apace
sorry i didnt really read

sorry i didnt really read everything you wrote but maybe like mortafire gremlin? http://wiki.spiralknights.com/Mortafire

Sat, 07/20/2013 - 15:13
#5
Varo's picture
Varo
@Extrajuicybits

Basically. I mean, I'm just suggesting this for the fun of it. But it would be cool to have them in-game though. I look at this thread and it doesn't seem like such a great idea. But yes, like the gremlin mortafire.

Sat, 07/20/2013 - 15:14
#6
Thinslayer's picture
Thinslayer
Okay, some valid points.

Really, the only way to balance it against guns is to nerf it until it looks like a Catalyzer.

I'll go into some detail. The strength of guns is dealing damage at range. This strength is kept in check by halving their damage. The main strength of bombs is area damage. This strength is kept in check by a low rate of fire. Back in Beta, they could be dropped on normal attacks, boosting their rate of fire. Guess what the complaint was? You guessed it - bombs were overpowered.

Being able to shoot bombs goes to the other end of the spectrum, allowing area damage and damage at a distance. In order to keep their strength in check, either their area damage or range needs to be kept in check. Nerfing their range makes them useless. Nerfing their area damage makes them look like Catalyzers.

Sat, 07/20/2013 - 15:22
#7
Varo's picture
Varo
@ThinSlayer

I honestly see everything you mean.

"Back in Beta, they could be dropped on normal attacks, boosting their rate of fire." - ThinSlayer

I remember back in Beta. So fun, though. xD

"allowing area damage and damage at a distance. In order to keep their strength, either their area damage or range needs to be kept in check" - Thinslayer

Well, nerfing their range would do you no good. No burst-damage at an area. But nerfing the damage, it would still have the effect of the blast radius. The catalyzer doesn't have that much of an explosion compared to a bomb. If the damage is nerfed, it would still have an AoE effect. Think of the graviton. If you release it in a distance, everything would suck into it causing little damage but allows them not to move. The Shivermist buster would freeze enemies but deal little damage. It may be weak but it still acts like a bomb.

If you say that it seems like I just repeated the opposite of you, well, I think I should research the catalyzer. I honestly never had one or used one or even seen on.

If the Catalyzer does have a great range like the bombs, I guess this thread ends here.

Sat, 07/20/2013 - 16:02
#8
Thinslayer's picture
Thinslayer
@Varo

Actually, it's quite all right that you took an opposite stance - I had, in fact, considered a damage nerf as a possible balancing method, but it felt a little too simplistic. But after some thought, I realized that damage is the only nerf guns have. So maybe it's okay.

Another element to consider is redundancy. Bombs already have good range on their attacks; those that don't have such good range are already outclassed by bomb-guns (like Polaris vs. Static Flash). So I guess my question is, what do bomb launchers have to offer that bombs don't have already?

And what kind of damage nerf should these weapons have? Tentatively, I'm thinking 1/4 that of current bombs/swords (for comparison, guns do 1/2 damage of swords/bombs).

Sat, 07/20/2013 - 16:26
#9
Varo's picture
Varo
@Thinslayer

"So I guess my question is, what do bomb launchers have to offer that bombs don't have already?" -Thinslayer

You're right about the range of the explosion. The 5 star bombs do explode quite vast and it is hard to already escape. The question is, what can bomb launchers do? Well, it can launch bombs at a distance. In lock-down, you're in your base and see an enemy capping a point near to you. You know going all the way over there will be futile but you want them to retreat so that you can cap the points. It fire the bomb launcher going... 9 squares away. Can a catalyzer do that? Well, you would have to run closer than 9 squares and fire, then explode. It helps you get more damage in a farther range.

"And what kind of damage nerf should these weapons have?" - Thinslayer

I actually agree with 1/4. If not, 1/5. Having the extra range it gives has to lower the damage it inflicts.

Basically, it is a bomb that can be set off at a distance. Same bomb concept, less damage, more range.

Sat, 07/20/2013 - 16:55
#10
Thinslayer's picture
Thinslayer
Gameplay-wise...

The gameplay of the bomb launcher is still bugging me. I'm trying to imagine using the bomb launcher, and I'm not liking what I'm seeing. If we were throwing short-radius, low-damage bombs like gremlin demos, it wouldn't seem so foreign, but...I'm balking at throwing full-radius bombs. I'm no longer seeing anything technically wrong with the idea; it's just the gameplay.

I guess it just feels overpowered.

But yeah, it's otherwise looking fine to me. :)

Sat, 07/20/2013 - 17:04
#11
Varo's picture
Varo
@Thinslayer

"If we were throwing short-radius, low-damage bombs like gremlin demos, it wouldn't seem so foreign" - Thinslayer

I guess you're right. We might need to nerf the range just a little. I now imagine the shivermist buster or bombs like that flying across the field. Maybe those bombs that have that much range could be less range.

Sat, 07/20/2013 - 17:17
#12
Thinslayer's picture
Thinslayer
Maybe...

Maybe tweak the range of the launcher and radius of the bombs so they don't compete with guns as much...

Or...

Reduce the bomb blast radius to 1-2 squares and allow them to be launched just short of common gun range. The launcher would not fire off fully-charged bombs.

Or just scratch the launcher and have the knight throw them with a modifier key, like with dashing and bashing.

Sat, 07/20/2013 - 17:31
#13
Varo's picture
Varo
@Thinslayer

I actually like that idea, throwing bombs instead of having a launcher. Haven't thought of that.

Sat, 07/20/2013 - 17:40
#14
Thinslayer's picture
Thinslayer
Throwing bombs...

Thrown bombs would either fly to maximum distance or bounce off anything in the way, only starting the fuse when they land. Using them in the game would be very interesting, since the enemies are likely pursuing you, not conveniently standing in place waiting for the bombs to detonate. Strategies might include bumping or luring them into the bombs.

Their best uses would naturally be against slow or stationary targets, like gun puppies or packs of enemies. Most such packs of enemies appear in boss runs or danger missions.

Its main competition would be the Pulsar-line weapons, which are limited to normal and elemental damage types. Throwing bombs would give you access to all damage types, in addition to the varied bomb explosion styles themselves.

Would the ability to throw bombs render the Pulsars obsolete? I know that Pulsars have the advantage of instant damage, but is it sufficiently relevant to keep it useful?

Sat, 07/20/2013 - 19:20
#15
Waffleconecake's picture
Waffleconecake
HAHA- no.

No. why?
The point of bombs from a mid to end game angle (as the early is awful) is to provide good - high damage in an area to multiple enemies. the only way to balance this is to in some way make it risky to go use them for optimal damage. This is done by forcing the player to walk towards the enemies to plant it near the most of them. If we could simply launch them from a distance then it would just be a really over powered gun.

-1 as per usual.

Sat, 07/20/2013 - 19:30
#16
Varo's picture
Varo
@Thinslayer and Waffleconecake

Yeah, forget it. I understand. Attacking with bombs at a distance too way to over-powered, plus way too much range to be able to use. I guess I'm sticking to guns and swords.

Sat, 07/20/2013 - 19:57
#17
Hexzyle's picture
Hexzyle

The Troika line is also a good choice for semi-ranged AoE damage, it's essentially a bomb on a stick, and the knockback is awesome.

Sat, 07/20/2013 - 20:03
#18
Waffleconecake's picture
Waffleconecake
Bombs get wonderful at end

Bombs get wonderful at end game, trust me. The only issue is the lacking of armor selection :c

Sat, 07/20/2013 - 20:42
#19
Stane's picture
Stane
Grenade Launcherz

Launching a mist bomb from a distance...I like this idea. In my opinion this bomb should have a smaller radius (like 2/3 the size) than the corresponding regular bomb, yet should do more damage on impact.

Sat, 07/20/2013 - 21:18
#20
Thinslayer's picture
Thinslayer
@Varo

@Varo: Hey, don't give up on it just yet! I was warming up to the idea. It just needed to be tweaked is all. I asked about the Pulsar in order to help work the kinks out of the idea. I mean, if we leave the bomb-throwing mechanic as-is, it might slightly outclass the Polaris, but not by enough to warrant its disuse (IMO).

@Waffleconecake: we discussed that problem earlier. 1/4 to 1/5 the damage of corresponding swords should keep it balanced. I would advise reading the whole thread before commenting on it again. I know, we all get a little lazy and fail to read it all (I do that too), but we kinda need to break the habit. It's only considerate.

@Hexzyle: I'm not sure what your point is. If it's similar to my Catalyzer/Pulsar argument, I'd advise reading the thread again more closely, as that issue was worked out.

@Stane: that would turn it into a dumbed-down Pulsar or Catalyzer, which we agreed was undesirable.

Sun, 07/21/2013 - 08:46
#21
Draycos's picture
Draycos

This reminds me of an idea I had for a "ranged" bomb that had two parts- a post and the bomb itself. It'd work like a slingshot catapult thing.

Check out my weapon thread if that interests you. I think it got sent a page or two back, though.

EDIT: Found it. It's here, in the first post.

Copy-pasted, here it is.

Last up for bombs is the Slinger. This would work by having two 'attacks', one placing a post, and the charge placing the painful object of death. You can place either one before the other, and the result will be the same- the projectile will fly in the direction of the post, exploding like a low-range Blast Bomb when it hits. Enemies standing where the bomb is launching will be flinched with relatively minor damage. Each of the pieces will have a radius showing you how far away the other piece can be placed; nothing happens outside of the range. Placing a piece while one of the same type is already out will delete the older one. The farther apart the pieces are, the further/faster the lobbed explosive will go.

As it ranks up, it'll get higher damage, piece range, and flinching capabilities. Possible variants include non-explosive projectiles that pierce enemies, one that fires a wide wave of energy, and a spike-ball that creates a small field of damage over time where it hits/lands.

Sun, 07/21/2013 - 23:57
#22
Hexzyle's picture
Hexzyle
@Thinslayer

I know, I'm just adding my unneeded opinion (wink)

Mon, 07/22/2013 - 04:21
#23
Coelydragon's picture
Coelydragon

Skipped most of the posts (did read the OP though) so I don't know if this was mentioned already of not. If any of you have read Epic by Conor Kostick you'll know what I'm thinking. Basically, in the boss battle of FSC people can turn aggro continually by launching nitros from the cover of the water fountains. Translation: you're making a 20* Polaris that will make it possible to never be hit if you have good teamwork.

Mon, 07/22/2013 - 10:41
#24
Thinslayer's picture
Thinslayer
@Coelydragon

That sounds great in theory, but I'm not convinced that aggro is so easily manipulated with damage rates at 1/4 that of swords.

Mon, 07/22/2013 - 13:03
#25
Theprophisised-One's picture
Theprophisised-One
this is overkill, and this

this is overkill, and this sounds like a gun bomb combo. The idea of this is pretty much in the 5* pulsar. With the ability to shoot bomb sized bullets with radius that knocks the enemy back like a knockback bomb.

Tue, 07/23/2013 - 01:14
#26
Thinslayer's picture
Thinslayer
@Theprophesised-One

This is nothing like that. You didn't read the thread, did you?

1) you throw 2) 1/4 damage bombs 3) one at a time or 4) three at a time with VERY short radius and even lower damage, 5) and they bounce off anything they hit before activating the fuse.

This is nothing at all like Pulsars.

Tue, 07/23/2013 - 08:29
#27
Kloriff's picture
Kloriff
Very interesting...but

Agreeing with Thinslayer.

The grenade launcher that Varo is suggesting would be nothing like a pulsar.

Please stop encouraging lazy behavior with lazy thinking like that.

If it's not possible within the game's operation parameters, then let one of the people who make the game work say this.

Don't just "Assume that it would be like weapon 'x' therefore this is a bad/useless idea".

It's creative and inventive, and most importantly, might get more people to be interested in bombs.

Like Varo, I dislike them too.

This idea might actually get me interested enough to use them and who knows...add variety to this wonderful game!

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