Orbital Bombardment Tweaks

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MagnusDragonbane22
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Orbital Bombardment Tweaks

Post by MagnusDragonbane22 » 30 Dec 2016, 03:22

Summary (a quick, 2-3 sentence summary):
For a one use item, they are relatively weak and give a great deal of prior warning before firing. This is bad because both sides meta-knowledge like no tomorrow. If we limit the warning sounds or time, and increase the radius or number of explosions, Squad Leaders might be more likely to deploy them successfully.
Benefits (How this will benefit the server and game as a whole):
It'll add some more depth to the idea of having a hulking warship above the colony, I mean you would assume there'd be some offensive capabilities beyond the Marines themselves.
Details (Description of how you think this would work, the benefits, etc):
Ideally, I'd like to see larger and more damaging explosions, I think the formula of one big, then two small a little after is just fine. The other big issue is the amount of warning times Xenos get before it fires, which often means its completely useless, frankly.
Implementation (Optional, if you have an idea how to implement it):

Oh, I'm sure if your guys can make Xmas cookies and Fruit Cakes about the Commander, they can modify a couple lines of code :P

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Karmac
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Re: Orbital Bombardment Tweaks

Post by Karmac » 30 Dec 2016, 03:25

Decrease the delay by a few seconds, make it a little more quiet and add one extra shot, making it four blasts total, that'd be nice. Or even just having the fourth shot would also be great.
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Szunti
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Re: Orbital Bombardment Tweaks

Post by Szunti » 30 Dec 2016, 06:04

-1. OB is fair now, it's good area denial, can open holes into xeno defenses, stop them after retreat and can kill a couple xenos sometimes. And this is when you don't make any efforts. With coordination, flanking it can be much deadlier. Effortless superweapons are not fun.

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Joe4444
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Re: Orbital Bombardment Tweaks

Post by Joe4444 » 30 Dec 2016, 09:56

perhaps make it so it does something to the crusher also....right now crushers can stand right in the middle of the 3 shots and walk away like nothing happened.

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lambda
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Re: Orbital Bombardment Tweaks

Post by lambda » 30 Dec 2016, 10:06

Joe4444 wrote:perhaps make it so it does something to the crusher also....right now crushers can stand right in the middle of the 3 shots and walk away like nothing happened.
Not really, the first bomb ALWAYS gibs, i've tried it as crusher.

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Joe4444
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Re: Orbital Bombardment Tweaks

Post by Joe4444 » 30 Dec 2016, 10:13

lambda wrote:Not really, the first bomb ALWAYS gibs, i've tried it as crusher.
I've seen many a times when crushers just sat in the middle of the explosion and lived

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lambda
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Re: Orbital Bombardment Tweaks

Post by lambda » 30 Dec 2016, 10:15

Joe4444 wrote:I've seen many a times when crushers just sat in the middle of the explosion and lived
You have to try it by yourself and then you'll see.

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Surrealistik
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Re: Orbital Bombardment Tweaks

Post by Surrealistik » 30 Dec 2016, 18:34

I definitely think it should have a shorter cool down given how underwhelming it is, how easily it's metaed and how difficult it is to use without provoking a meta response (massive offset that has to be perfectly timed).

A shorter cooldown will also make BOs more relevant, giving them more to do.

Giving it extra shots to give it extra area denial utility is also probably advisable; the first one actually does work; the remainder is area denial.
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MagnusDragonbane22
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Re: Orbital Bombardment Tweaks

Post by MagnusDragonbane22 » 01 Jan 2017, 13:17

It seems like the latest update has changed OBs somewhat. Can someone confirm what I'm seeing in game from like the change log or something?

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RadiantFlash
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Re: Orbital Bombardment Tweaks

Post by RadiantFlash » 01 Jan 2017, 14:37

I was debating making a suggestion like this myself, because it does seem a tad underwhelming. It doesn't help, that I've landed the OB directly on a queen before (not sure what class, mature or elite,) and it it didn't die from three hits. I mean, Christ, that should kill anything thats not a crusher.

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Surrealistik
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Re: Orbital Bombardment Tweaks

Post by Surrealistik » 01 Jan 2017, 15:02

RadiantFlash wrote:I was debating making a suggestion like this myself, because it does seem a tad underwhelming. It doesn't help, that I've landed the OB directly on a queen before (not sure what class, mature or elite,) and it it didn't die from three hits. I mean, Christ, that should kill anything thats not a crusher.
No, it should kill _everything_ including Crushers; these are ship grade weapons.
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MagnusDragonbane22
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Re: Orbital Bombardment Tweaks

Post by MagnusDragonbane22 » 01 Jan 2017, 15:15

They're also suitably limited. 4, if you have competent SLs (ahahaha).

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Bmc777
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Re: Orbital Bombardment Tweaks

Post by Bmc777 » 20 Jul 2017, 17:48

Denied. Even if they are weaker, we have dropship combat now.

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