Orbital Bombardment Tweaks
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Orbital Bombardment Tweaks
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
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
- Karmac
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Re: Orbital Bombardment Tweaks
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
-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.
- Joe4444
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Re: Orbital Bombardment Tweaks
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.
- lambda
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Re: Orbital Bombardment Tweaks
Not really, the first bomb ALWAYS gibs, i've tried it as crusher.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.
- Joe4444
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Re: Orbital Bombardment Tweaks
I've seen many a times when crushers just sat in the middle of the explosion and livedlambda wrote:Not really, the first bomb ALWAYS gibs, i've tried it as crusher.
- lambda
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Re: Orbital Bombardment Tweaks
You have to try it by yourself and then you'll see.Joe4444 wrote:I've seen many a times when crushers just sat in the middle of the explosion and lived
- Surrealistik
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Re: Orbital Bombardment Tweaks
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.
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.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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Re: Orbital Bombardment Tweaks
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?
- RadiantFlash
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Re: Orbital Bombardment Tweaks
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.
- Surrealistik
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Re: Orbital Bombardment Tweaks
No, it should kill _everything_ including Crushers; these are ship grade weapons.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.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
Field Engineer Guide
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Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.
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Re: Orbital Bombardment Tweaks
They're also suitably limited. 4, if you have competent SLs (ahahaha).
- Bmc777
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Re: Orbital Bombardment Tweaks
Denied. Even if they are weaker, we have dropship combat now.