Make boiler bombard activate on the clicked tile

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Boltersam
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Make boiler bombard activate on the clicked tile

Post by Boltersam » 01 Jun 2016, 15:08

Summary (a quick, 2-3 sentence summary): Title.

Benefits (How this will benefit the server and game as a whole): It'll stop boilers from missing targets completely since the bombard doesn't explode until hitting something.

Details (Description of how you think this would work, the benefits, etc): Allow the boilers to control their shots better.

Implementation (Optional, if you have an idea how to implement it): I genuinely don't know, if a dev can puzzle it out it'll be all fine and dandy.
Last edited by Boltersam on 02 Jun 2016, 16:35, edited 2 times in total.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Skycave1 » 01 Jun 2016, 15:11

AGHHHH Bolter at it again with the un-needed Xeno Bias

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Re: Allow Boiler bombard to damage tables and barricades

Post by Wickedtemp » 01 Jun 2016, 15:13

This is actually a good idea for the boiler. One reason I rarely go boiler is because my bombard is absolutely useless if there's ANYTHING in the way, and the bombard itself -despite being corrosive enough to heavily damage any marine inside of the cloud- can't get past a simple table nor have any hopes of taking it down.

+1

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Surrealistik
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Re: Allow Boiler bombard to damage tables and barricades

Post by Surrealistik » 01 Jun 2016, 15:13

-1

Lol, Boilers destroying tables and barricades? May as well ban FOBs.

Letting acid clouds filter past obstacles or acid globs have a chance of bypassing tables/barricades is fine, destroying them would be overwhelmingly powerful
Last edited by Surrealistik on 01 Jun 2016, 15:17, edited 2 times in total.
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Rey
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Re: Allow Boiler bombard to damage tables and barricades

Post by Rey » 01 Jun 2016, 15:13

-1, only because boiler acid is meant to flush out the marines rather than destroy their defenses, plus seems like that would be a bit too op. There are already crushers and ravagers for dealing with tables, barricades can be acided as well if you consider yourself lucky, but I guess it's not that a good of an idea.

On the fact that boiler spit can't go through tables that could be changed and I would be mostly fine with that. Not barricades though.

Just my thoughts.

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Re: Allow Boiler bombard to damage tables and barricades

Post by NoShamNoWow » 01 Jun 2016, 15:19

Nah -1. Boiler spit already acts like a smokescreen for fellow xenos to come in and fucked tables and defenses up.
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Re: Allow Boiler bombard to damage tables and barricades

Post by Steven Sneider » 01 Jun 2016, 15:28

or how about to make the bombard pass the obstacle and activate on the tile you click?
NO MERCY! NO RESPITE!

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Surrealistik
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Re: Allow Boiler bombard to damage tables and barricades

Post by Surrealistik » 01 Jun 2016, 15:30

Bypassing tables sure, bypassing barricades probably not since they cost precious plasteel.
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Boltersam
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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 01 Jun 2016, 16:11

Surrealistik wrote:-1

Lol, Boilers destroying tables and barricades? May as well ban FOBs.

Letting acid clouds filter past obstacles or acid globs have a chance of bypassing tables/barricades is fine, destroying them would be overwhelmingly powerful
I feel like you haven't read it fully. It would take approximately four shots to destroy a barricade, which costs a lot of plasma and have a charge time before firing.

So, instead of damaging, you would prefer they had a chance to completely ignore them?

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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 01 Jun 2016, 16:16

Skycave1 wrote:AGHHHH Bolter at it again with the un-needed Xeno Bias
It's not bias, I promise! It's the fact that even the most basic of defences can completely negate their concentrated acid bombardment. At the very least, they should have the option to destroy tables without going up with their granny-walk and low health to corrosive acid it. Especially when the marines gun down anything within sight range.


SECONDLY, with the Caste cap coming in soon, next to nobody would be a Boiler due to how ineffective they are, because they won't want to waste slots.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Skycave1 » 01 Jun 2016, 17:19

Boltersam wrote: It's not bias, I promise! It's the fact that even the most basic of defences can completely negate their concentrated acid bombardment. At the very least, they should have the option to destroy tables without going up with their granny-walk and low health to corrosive acid it. Especially when the marines gun down anything within sight range.


SECONDLY, with the Caste cap coming in soon, next to nobody would be a Boiler due to how ineffective they are, because they won't want to waste slots.

To the last part. YOU'VE BEEN PLAYING BOILER WRONG THEN! It's a ranged unit for artillery, making it harder for marines to move, and cover a Xeno advance. Its not to do damage, but to support.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Rey » 01 Jun 2016, 18:28

Don't forget it's usefulness when breaching walls on Sully.

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Surrealistik
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Re: Allow Boiler bombard to damage tables and barricades

Post by Surrealistik » 01 Jun 2016, 18:56

Boltersam wrote: I feel like you haven't read it fully. It would take approximately four shots to destroy a barricade, which costs a lot of plasma and have a charge time before firing.

So, instead of damaging, you would prefer they had a chance to completely ignore them?
I read it fully. Boiler spam would be ludicrously overpowered; deadly smokescreen + cover destruction that lingers forever would be insane.
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Re: Allow Boiler bombard to damage tables and barricades

Post by Kalem » 01 Jun 2016, 21:20

+1. Boiler indeed has the most powerful acid, and is among the weakest physically, so it makes sense for it to slightly erode most objects, not just sentries. I would have issue if it could breach space barriers or walls easily however. Very slightly eroding marine gear would be a good addition as well imo.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Wickedtemp » 01 Jun 2016, 22:10

Steven Sneider wrote:or how about to make the bombard pass the obstacle and activate on the tile you click?
I'd support this, actually. Either have bombards eat away at the barricades, or bombards activate on whichever tile is clicked. Unless it's something like an enclosed room. Doors and walls would stop it. Girders and grilles, MAYBE but they'd likely be damaged if it stops the acid. Anything else? Likely not.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 02 Jun 2016, 02:02

Kalem wrote:+1. Boiler indeed has the most powerful acid, and is among the weakest physically, so it makes sense for it to slightly erode most objects, not just sentries. I would have issue if it could breach space barriers or walls easily however. Very slightly eroding marine gear would be a good addition as well imo.
No, walls would still need corrosive acid to destroy.

We used to have acid eroding marine gear, and it also burned through it into their skin. It was....Well, let's just say the marines lost a hell of a lot more when that was added, so it was removed.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 02 Jun 2016, 02:05

Surrealistik wrote: I read it fully. Boiler spam would be ludicrously overpowered; deadly smokescreen + cover destruction that lingers forever would be insane.
They can't spam due to the plasma cost and charge up. The smokescreen also doesn't linger forever, don't know where you got that from. But sure, since there are a bunch of people here who would prefer to bypass the tables and barricades, I can change the suggestion to that.

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Re: Allow Boiler bombard to damage tables and barricades

Post by Surrealistik » 02 Jun 2016, 02:35

You can have boilers on rotation and spam a defensive point to oblivion, especially with plasma feeders.

The only thing I'd support is bypassing tables, barricades not so much because they're very limited in quantity and are supposed to be a cut above more disposable defensive assets.
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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 02 Jun 2016, 03:16

Surrealistik wrote:You can have boilers on rotation and spam a defensive point to oblivion, especially with plasma feeders.

The only thing I'd support is bypassing tables, barricades not so much because they're very limited in quantity and are supposed to be a cut above more disposable defensive assets.
I'll change the suggestion to the majority's choice, then.

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Re: Allow Boiler bombard to damage tables and barricades

Post by TeknoKot » 02 Jun 2016, 03:20

Boiler's acid glob is just a massive ball of resin covered with gas inside of it. I mean, the ball should be WAY heavier to even scratch a table.

Also, they already pass tables.
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Re: Allow Boiler bombard to damage tables and barricades

Post by Boltersam » 02 Jun 2016, 13:50

TeknoKot wrote:
Also, they already pass tables.
They do? Can someone archive this, then?
TeknoKot wrote:Boiler's acid glob is just a massive ball of resin covered with gas inside of it. I mean, the ball should be WAY heavier to even scratch a table.
Is it? From the sprite I've seen flying through the air, it looks like a big bundle of concentrated acid that turns into deadly vapour upon contacting a colder object.

But yannknow, I may be pulling stuff outta thin air.

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Re: Allow Boiler bombard to completely bypass tables

Post by Wickedtemp » 02 Jun 2016, 16:27

Yeah just saw it, they go past tables. Only problem is, it shoots down the lane you targeted, going and going until it hits something offscreen, even with the long-range sight. So if it doesn't hit something to stop it from going further, it misses its target... Which isn't too bad, but it could still be improved so that it lands on the clicked tile, maybe deviate to land on the adjacent tiles instead.

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Re: Allow Boiler bombard to completely bypass tables

Post by Boltersam » 02 Jun 2016, 16:32

Wickedtemp wrote:Yeah just saw it, they go past tables. Only problem is, it shoots down the lane you targeted, going and going until it hits something offscreen, even with the long-range sight. So if it doesn't hit something to stop it from going further, it misses its target... Which isn't too bad, but it could still be improved so that it lands on the clicked tile, maybe deviate to land on the adjacent tiles instead.
....Looks like I'm changing the suggestion. Again. But, good feedback all considered.

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Re: Make boiler bombard activate on the clicked tile

Post by Sarah_U. » 04 Jun 2016, 11:40

Please -NEVER- change the main topic of a topic to something else when there was already feedback on it. It de-route the suggestion, conversation and removes a LOT of the potential knowledge to be acquired from the posts.
It also gave me an headhache trying to understand why the people were so off-point with the 'actual discussion' when I was trying to read through new suggestions.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Make boiler bombard activate on the clicked tile

Post by Boltersam » 04 Jun 2016, 13:27

Sarah_U. wrote:Please -NEVER- change the main topic of a topic to something else when there was already feedback on it. It de-route the suggestion, conversation and removes a LOT of the potential knowledge to be acquired from the posts.
It also gave me an headhache trying to understand why the people were so off-point with the 'actual discussion' when I was trying to read through new suggestions.
I changed it due to the mostly negative response. Several people thought this would be a better suggestion. Eh.

Good pointer, though. I just read through it myself and other people reading it must've thought all the posters went head over tails!

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