Fire bombs
ghost 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
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
Maybe just make the normal gernades stronger... idk...
It really should just take 2 gernades to kill one resource tower, not 14.
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...
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)
Should be weldable and both marines and aliens should be killed in the area (give it a special damage type like radiation or something).
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.
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.
<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.
They're good if you use them for the right things.