Time Bomb in Traps


Adeon Hawkwood

 

Posted

The best thing it does is free up a power selection for something else.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
The best thing it does is free up a power selection for something else.
/thread


 

Posted

Time bomb really stinks. At least trip mine goes off when a target activates it. Getting the timer in synch with a battle is simply too much of a PITA.

Time bomb in Traps is like the Poison Trap in the mastermind: /poison set-- worthless.


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Posted

I could see - maybe - possibly using time bomb on a grav/traps, when that combo becomes possible. Other traps - trip mine - time bomb - trip mine - wormhole might actually be an OK use for it, as long as you've arranged things so that the trip mines are just blowing them into a corner rather than blowing them entirely out of the range of the time bomb. It still wouldn't really be any better than just setting an extra trip mine in its place, but it might not actually be *worse* - its about the only way I can think of to get a time bomb, other traps, and a trip mine all into a spawn without interfering with each other. Apart from that, though, yeah it's pretty worthless.


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Posted

The Blaster and Corruptor versions are at least marginally useful when combined with Stealth since they will virtually kill a spawn on their own. However since the Defender version was rescaled to Defender level damage it won't even do that changing it into almost completely useless.


 

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That's pretty much what I figured.

I wish they'd replace it with something different. Gun Drone would be nice, but I'd settle for smoke grenade or the PPD's glue bomb ...SOMETHING worth taking.


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Posted

I've had a few thoughts on Time Bomb, or what they could do with it without completely screwing with its basic functionality. Turn it into a grenade style power, a simple ranged aoe attack, although that is less fitting with the theme of the set. Alternatively, something that could be cool is to make it into Detonator from the MM set, but have it target one of the other pets from the traps set (Acid Mortar, FFG, PGT, etc). Basically a self-destruct planted in your equipment; a last ditch effort to take out the enemies.

As it is now, it's pretty bad.


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Posted

Quote:
Originally Posted by Starflier View Post
I've had a few thoughts on Time Bomb, or what they could do with it without completely screwing with its basic functionality. Turn it into a grenade style power, a simple ranged aoe attack, although that is less fitting with the theme of the set.
I tend to think that's the best option. Part of the issue with Time Bomb is that it gives Traps (and Devices) two powers that are to similar for what they are (Trip Mine and Time Bomb). Changing Time Bomb to a high damage grenade style power helps differentiate it from Trip Mine a bit more.

For the thematic issue, I suggest calling it a Satchel Charge or Petard rather than a Grenade, a siege explosive seems to fit better with the rest of the set than an anti-personnel explosive (even if we will be using them as anti-personnel explosives).


 

Posted

See the other million threads on this but...

Time bomb's problem is that trip mine is too good and time bomb's recharge is too long. If trip mine were not in the set or time bomb had an "up every spawn" recharge, there might be a point to time bomb.

As it is, just lay another trip mine and be happy that you did not waste a power choice.

Edit: spelling


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Posted

Quote:
Originally Posted by _Ail_ View Post
See the other million threads on this but...

Time bomb's problem is that trip mine is too good and time bomb's recharge is too long. If trip mine were not in the set or time bomb had an "up every spawn" recharge, there might be a point to time bomb.

As it is, just lay another trip mine and be happy that you did not waste a power choice.

Edit: spelling
8 seconds of interupt time kills it for me. Seeing as I very rarely need to pull out trip mine these days, waiting 8 seconds to drop it, and then a further 15 second for it to detonate is ridiculous. The spawn is usually dead in that time already. Course, I am not a set and pull kind of trapper.


 

Posted

I can't remember who it was, but a one point someone suggested a bomb that would work like a Claymore mine.

One toggle click would arm it. A detoggle would detonate.

I realize that would require a new mechanic, but I always thought that was a neat idea.


 

Posted

Quote:
Originally Posted by Doc_Triumph View Post
I can't remember who it was, but a one point someone suggested a bomb that would work like a Claymore mine.

One toggle click would arm it. A detoggle would detonate.

I realize that would require a new mechanic, but I always thought that was a neat idea.
Wouldn't this be similar to a combo attack mechanic like from Dual Blades or that new Street Justice?


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Posted

Honestly, if they just removed the interrupt and shortened the timer, people would use it even with the long recharge.

The power has way too many negatives to make it ever worth taking.


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Posted

They fixed poison trap on beta test. It now appears useful, as well as moderate buffing of poison in general.

Hopefully they can look at time bomb next. It needs both a recharge and set time cut to be useful as is. I'd love it if they let you attach a time bomb to a foe (by throwing it and without causing aggro) and you'd have a sniper-like charge-up for the throw and then 15 sec delay on the boom.

Would make it useful even with current damage and recharge.


 

Posted

Time Bomb is awesome... in Devices. Devices has Smoke Grenade and Clocking Device which lets you walk up to a mob's feet, set the Time Bomb and get away, making it a great first, opening move.

In Traps, unless you want to drop a space to pick up some Stealth, it's mostly pointless.


 

Posted

Quote:
Originally Posted by DoctorWhat View Post
Time Bomb is awesome... in Devices. Devices has Smoke Grenade and Clocking Device which lets you walk up to a mob's feet, set the Time Bomb and get away, making it a great first, opening move.

In Traps, unless you want to drop a space to pick up some Stealth, it's mostly pointless.
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A 9 second cast time(8 of it interuptable) and another 15 seconds to wait for it to go off is not an opening move.

Using it to pull mobs to a death zone, while amusing, is tedious. I have yet been forced to take the time to set up a death zone. I do that at the mobs feet. Setting up zones on teams is futile.

It is great as a power you can skip for something more useful. Like boxing or kick.