Time bomb


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Blunt_Trauma View Post
Make Time Bomb throwable or even just dropable, drop the damage base if you must. Throw it, forget about it, 9 seconds later it explodes. People will then actually take and use it, unlike the very small niche circumstances as it is now.

Trip Mine needs needs lub too.

Gun Drone is ultra weak. You can't port it now either, which had it's uses, btw.

Smoke sucks sucktastic suckiness now.

DEVICES NEEDS MOAR LOVE, and yes my first character ever was/is an Ar/Dev and I took him to 50 back in the day.
i got a public discussion going on the blaster forum about Devices as we speak, come in and share your thoughts!


 

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Ok.


Masterminds annoy everybody, sooner or later. Heck, Masterminds annoy themselves.
-ShadowsBetween

 

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Are there going to be any changes to this power ever yall think?


 

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Quote:
Originally Posted by Postagulous View Post
Cloak and Smoke are also in that powerset. Footbomb them.

edited to add: doh, traps not dev.
Even if you're invisible to the enemies, Trip Mine is a much better use of your time and endurance than Time Bomb is.

Quote:
Originally Posted by Adeon Hawkwood View Post
Traps (with the possible exception of Trip Mine) is pure awesome.
What are you talking about? Trip Mine already is awesome. Time Bomb is a waste of space, Detonator can be useful if you like micromanaging henchmen, and Triage Beacon is occasionally of questionable worth in the 40+ game (but a very useful power earlier). But the rest of Traps, including Trip Mine, is exceptional. If you build up defense (and FFG helps there), Trip Mine can even be a mini-nuke during combat. (Admittedly, Trip Mine during combat is more useful for /Traps MMs, whose main dps comes in the form of autonomous pets.)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Time Bomb->Poison Gas->Team Teleport to middle of spawn?


 

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Quote:
Originally Posted by JuliusSeizure View Post
Time Bomb->Poison Gas->Team Teleport to middle of spawn?
Team Teleport doesn't pick up pseudopets. On the other hand, if you see your designated Team Teleporter start the TT animation, you can hit Trip Mine and the pseudopet will be spawned just as you reach your destination. On the Traps superteam, we made great use of this to make 7 Trip Mines explode at once in the middle of a spawn.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I really think Time Bomb needs to be replaced. Yo already have poison trap which is basically a nerve gas bomb and trip mine which is another bomb. A third rather crappy bomb doesn't really seem to be doing that much.

I know the set is called "Traps" but I'd be just has happy if they renamed it Weapons of Mass Destruction or something and made trip mine and poison trap grenades as well as replaced time bomb with Gun Drone. I know Trip mine and poison trap are certainly better than Time Bomb but personally I still they are not very group friendly and just go against the general flow of game play. Even Tangent Beacon and acid mortar, which are by no means terrible powers, suffer a bit from being left behind just as often as not in fast the fast paced as well as more and more mobile game play, particularly in villian teams.


 

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Quote:
Originally Posted by ClawsandEffect View Post
My Sonic/Devices blaster had loads of fun with his Time Bomb, but it recharged way too slow to really be useful aside from "Wanna see something cool?" moments.
This is especially hilarious if you can get the timing down just right so you can plant a trip mine and have it explode simultaneously with the time bomb. Also queue up dreadful wail so it fires immediately after the trip mine is placed (there's a fraction of a second gap before it explodes, so you should catch everyone before they go flying away, depending on server lag). It's the triple-nuke special! But at the end of the day, yea I'd agree, it's a "wanna see something cool?" trick.


The Bacon Compels You.

 

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Quote:
Originally Posted by ClawsandEffect View Post
Okay that makes.....


.....ONE time I've heard about of it not going off after the fight had already moved well away from where it was placed.


.....One time, at Time Bomb camp...........................


 

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i am still here, please make me fun!
your's truely
time bomb


 

Posted

Quote:
Originally Posted by Blunt_Trauma View Post
Make Time Bomb throwable or even just dropable, drop the damage base if you must. Throw it, forget about it, 9 seconds later it explodes. People will then actually take and use it, unlike the very small niche circumstances as it is now.

Trip Mine needs needs lub too.

Gun Drone is ultra weak. You can't port it now either, which had it's uses, btw.

Smoke sucks sucktastic suckiness now.

Alternately, just make Cloaking Device more stealthy and solve a lot of problems.

DEVICES NEEDS MOAR LOVE, and yes my first character ever was/is an Ar/Dev and I took him to 50 back in the day. So I have used and/or devised every conceivable and sometimes crack-brained uses for the secondary. It's a pale shadow of it's former self.
Agree 100%. It is kind of sad that a purchasable power (Hand grenade) can be more useful than a high tier power like Time Bomb. TB should be a Hand Grenade type power.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

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Okay here is a rework using some of the existing in game code. It will require some work I'm just not sure how much since I haven't done any computer programming since high school. Take the current time bomb psuedo pet, make it targetable like oil slick arrow, increase its hp dramatically so it can't accidentaly be set off by another player, half its set up time, remove the timed detonation, have the psuedo pet last as long as the trip mine psuedo pet, and put a triggering element in the power that can be set off by one other specific power. Have selecting the "remote" bomb power grant a remote power who's only purpose is setting the bomb off by satisfying the remote bombs trigger condition. If used on anything else the power fails. The remote should recharge fast 4-10 seconds and be unaffected by recharge buffs. It should be possible to have more than one "remote" bomb out so long as it keeps its current recharge. This will also prevent it from becoming broken as its current recharge of 6 minutes will ensure that a person with SOs will only be able to put two out and person with a recharge IO build will only be able to get 2 out faster. This will also allow for cunning multi-stage traps for those devious players who are into that.

I think this also keeps to the cottage rule in that the power still does the same thing, damage and a lot of it. It would just do the damage when you want it to not after some arbitrary time limit.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Bah. Time Bomb's fine as it is. Not every power has to work with the "Go! Go!! GO!!!" mentality that seems to be widespread among the hardcore players of MMORPGs...


 

Posted

You are not the only one. My friend's dp/trap took Time Bomb. I told him to give it a try because I haven't used it in ages.

He tried it and he absolutely hates it. It takes forever to set it and it's interruptable and what's funny is it won't explode right away if the enemy steps on it. I guess "time" bomb means it can only explode after 15s.

He respec it out after he got free respec at lvl 41. He said Trip Mine is good enough.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Time Bomb would have been a lot better if the user can choose when to activate it and it expires after 15s.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

If you've got Traps as a secondary, you're forced to take an immobilize as your first power.

AVs can be immobilized pretty readily.

Immobilized stuff is easy to blow up with Time Bomb.

...and that's about all I can think of to do with it.


 

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Quote:
Originally Posted by Hart View Post
Immobilized stuff is easy to blow up with Time Bomb.
Unless it interrupts you with an attack...


 

Posted

Quote:
Originally Posted by Hart View Post
If you've got Traps as a secondary, you're forced to take an immobilize as your first power.

AVs can be immobilized pretty readily.

Immobilized stuff is easy to blow up with Time Bomb.

...and that's about all I can think of to do with it.
Time Bomb takes 8s, interruptable..and then another 15s to detonate.

I think even Defender can easily out dps Time Bomb's damage in 23s...


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

I would so take time bomb if they made it count down (big red text like a pvp counter) and blow everything up (massive damage) in the radius, including your pets, teammates, AVs and the planter.

But that's just me.


 

Posted

Quote:
Originally Posted by Jibikao View Post
Time Bomb takes 8s, interruptable..and then another 15s to detonate.

I think even Defender can easily out dps Time Bomb's damage in 23s...
He only has to out DPS it for the 8 seconds, because the 15 spent waiting can be spent shooting.

Still, I doubt it possible that Time Bomb has a high enough DPA* to warrant a place in an attack chain, even if you could get it off without being interrupted.

*I mean damage per activation time here.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Unless it interrupts you with an attack...
Put the bomb down before you fight the AV. You've got 15 seconds to move them to the bomb and immobilize them. If you've got a tank it's even easier - just have them taunt while standing on the bomb.


 

Posted

Quote:
Originally Posted by Megumi_EU View Post
I've been playing around with a traps /dp defender lately,i took a shot at time bomb but sofar i'm finding it to be a little...unwhieldy.

the power itself is great,you put down explosives and they go boom in an aproperiatly grand fashion but the mechanics bother me a bit,the placing seems to take ages and after that its sheer guess work and a little luck to pull it off propperly.

Now it has been suggested to me that i should take stealth to be able to place it near enough to do some damage but if i have to take another power to make this work i'd rather it came included with the package,that when you take time bomb you get the actual bomb power and a remote detonator that whould be grayed out unthil the package is on the ground,when its in place you flip the switch when you deem it to be most effective.

They could still make it so the bomb automaticaly detonates if you attempt to put a second one down,like force field gen does ,and while annoying i can live with the activation time since it is in essence a second nuke power,i just whould love to have a little more controll over this thing besides putting it down and hoping that in a fiew seconds eather i or the tank can herd enough people there for it to do its job ^^

Thoughts anyone ?
lol time bomb that power sucks so badly, I wish it would be fixed so it is more than a situational power.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I just had this horrible thought:

The devs should make Time Bomb an inherent power, like fitness, and make it take defense sets!

Then people could use it as a LotG mule.


 

Posted

Quote:
Originally Posted by seebs View Post
I just had this horrible thought:

The devs should make Time Bomb an inherent power, like fitness, and make it take defense sets!

Then people could use it as a LotG mule.
Change it so that it gives a sizable +def during the interruptable period and allow it to take def sets.

Maybe change the name to Chronal Detonator and have the text say something about how it uses chronitons to create a temporal loop as it detonates a Trip Mine thus multiplying the blast. While the device is activating it induces temporal skipping, making you harder to hit as you phase in and out of sync with time.

There, you now have a LotG mule with a vaguely plausible reason for it being one.


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