Fire bombs

ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
<div class="IPBDescription">large scale weapons</div>I've been going through the old starcraft videos...


Clears the field out

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Mechanics<!--sizec--></span><!--/sizec-->
Spawned by comm, can only be carried by heavies
Comm activates bomb, someone on the ground has to initiate count down.
The bomb counts down from X to explosion

Upon detonation, A massive fireball extends in all directions
The firebomb covers a set amount of volume
moves horizontally at 100% speed, moves vertically at 75% of its speed until it has covered all of its volume.
The speed it travels depends on how much more area it has to cover. (fast at start, slower by the edge)
As the fireball dies down, it leaves behind random fires.
Deals enough damage to kill any marines, heavily damages structures

Vents and tunnels are deadly, but in a big open room with tall ceilings the effect is lessened.
For example: A bomb placed in the the ventialtion tunnels of hera would clear them out, but the hive room and maintenance wouldn't. then the mariens could move in...

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Marine Pros<!--sizec--></span><!--/sizec-->
Only comm can activate so no noobs blowing up start
Clears large areas of ppl, nodes and lameness for a large scale takeover of part of the map
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->
Marine Cons<!--sizec--></span><!--/sizec-->
Costs a lot
Can only be carried by Heavies
Alerts aliens of its presence
big long count down
Bad directly against hives- clears out all of your stuff as well as aliens but <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->won't kill the hive<!--sizec--></span><!--/sizec-->


<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->
Alien Pros<!--sizec--></span><!--/sizec-->
A celerity skulk of fade can run about as fast as the explosion
The ceilings are safer

Comments

  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    Yer i dunno, i just don't picture this being useful in NS2, by the time the bomb goes off all the aliens would have fled the scene anyway. In relation to taking out wol's; sieges are easily capable of that.
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    Meh... I don't really see it going into the serious very well either... but the gernades they have now are sooooo weak...

    Maybe just make the normal gernades stronger... idk...

    It really should just take 2 gernades to kill one resource tower, not 14.
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    edited November 2008
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    <!--quoteo(post=1694141:date=Nov 23 2008, 06:36 AM:name=SgtHydra)--><div class='quotetop'>QUOTE(SgtHydra @ Nov 23 2008, 06:36 AM) <a href="index.php?act=findpost&pid=1694141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It really should just take 2 gernades to kill one resource tower, not 14.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That definatly would be imba (from ns1 point of view). Spending 15 (25 if gorging only for the restower) res only to build a resource tower which gets destroyed a min later by just 1 marine with his imbagrenades...
    Well it wouldn't be fun I tell ya...
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Early NS versions had nuke capabilities, it didn't work then and it most likely wont work now.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yea, dont see it fitting in well, but yes, nades need to be stronger, 2 might be excessive, but down to 10?
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Best approach to an old idea that I've seen, but I still don't like it. As much as you insist that it isn't always a viable solution for marines in all circumstances, you have to admit it is one heck of an offensive weapon. The fact that it 'costs a lot' doesn't mean much of anything. You're still granting marines more ways of wiping out aliens. Add this to the list of reasons why newbs would hate natural selection...

    I've heard similar ideas of having really powerful weapons. It's always followed with the phrase "..but it's *really* expensive" as if that would deter marines from using. Late in the game, resources matter less, and so you can afford to drop such things, especially if it helps your team a great deal. Either that, or you arrive at the only alternative.. a weapon which does mediocre damage and isn't worth its high cost, in which case nobody would use.

    You got the important parts anyway..
    Only comm can drop.
    Only HA can activate (slow movement being key feature)
    Aliens can escape / avoid explosion area
    Harmful to marines (not spammable without extreme caution in other words)
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Yes, he got some good parts that need to be added somewhere into a better design? Any ideas?
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    How about just have maps which have special weldable switches that close the doors to an area and kill all (players) inside? Seems even a feasible idea. The mapper would have control over where such triggers are allowed (as opposed to allowing any comm player decide to spam bombs in the hive area).

    Should be weldable and both marines and aliens should be killed in the area (give it a special damage type like radiation or something).
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    I really think a super grenade would just add one more advantage to the marine side and simply attract noobs to that side.

    Even if it was expensive, should a noob get his hands on it, it'll become a weapon of annoyance (for the marines).

    A. Die with really expensive weapon
    B. Use it in an empty room
    C. Use it in hive. And hit nothing.
    D. Did somebody say TK-ing?

    So yeah, I'd personally just get a slightly better grenade and stick with the turrets and GLs for sieges.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Well, the comm must arm it so nub factor B, C are both knocked out.

    The marines need better nades, as late game, hell even early game, they are quite useless except to scare off the skulk, not really kill it.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1694350:date=Nov 25 2008, 03:12 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Nov 25 2008, 03:12 PM) <a href="index.php?act=findpost&pid=1694350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The marines need better nades, as late game, hell even early game, they are quite useless except to scare off the skulk, not really kill it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    Nades = force skulks out, and if you're good a kill. Super useful for vents and around towers if you've got good aim. They were kinda broken for a while with double damage to buildings.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    nades = saved phase gates early on

    They're good if you use them for the right things.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    which isnt much =)
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