Explosives rebalancing/overhaul ($50 bounty) #7099
Replies: 9 comments 8 replies
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I like that the bombs can only be detonated when cutting, so you can't set up a signal to remotely insta-detonate a bomb but still make defusal risky.
I'm not entirely sure how easy this is to do, since these explosions are handled in the atmospherics dll as far as I know. This seems pretty good from glancing over it. |
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30sec might be a bit short but I guess we'll see Does this balance change also effect the 12tc syndicate bomb? (largely the concern here) |
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How does toxins bomb thrower work now for RnD? Will you need a code change on the mass driver to be able to throw anchored bombs? |
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oooh goodie. if you want to balance explpsoves for combat, maybe introduce more granularity to their player damage than "a light breeze" -> "death" -> "you cease to exist"? pretty please |
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oooh, ooh! also- make the explosive cores only work when anchored! |
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I don't disagree with the large grenade removal, a large grenade min-maxed can devastate an an entire department with a massive plasmafire or a big hole where there shouldn't be a big hole, and I don't see slime cores used in them enough to warrant their inclusion I don't think preventing devastation in grenades is the answer however, especially if you're limited to small grenades I do agree that meth shouldn't be as explosive as it is though Perhaps instead of nerfing chem payloads not in a casing make them not be normal sized items, as a large grenade casing removal would already heavily nerf their output |
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I have turned this discussion directly into a bounty since it is mostly well receieved and already more or less approved by head coder. |
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please remember once more that botany exists and they have mass produced explosives that detonate on impact to instantaniously crit with the power of anything from a small plasmacig to a c4 |
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Generally a fan of the ideas presented, but one thing I would like to see is more versatility with explosives. Zesko pointed out one of the issues with damage granularity, but I'd also like to see explosives with more varied uses or effects in general. I don't think handheld explosives being able to cause breaches is that big of a deal, but maybe this could be an opportunity for more options for how that's applied. Explosives that affect a concentrated area specifically to cause a breach, area denial, perhaps some very wide-area, but low damage options to cause chaos and deafen people or act as a distraction, or shaped charges if you want to just bust a room without exploding yourself in the process. Just having more tactical options in general would offset the current meta of just making pot/water grenades in seconds, or meth grenades in minutes with easy results, even if said explosives get neutered somewhat by these changes. |
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Explosives overhaul
This aims to keep explosives viable for use while making them substantially less overpowered, and hopefully will herald an end to antagonists being disallowed from using explosives entirely.
Explosives on a large scale will have a beeping timer that is not possible to bypass, and while they will kill people who don't get out of the way, they are directly intended for the destruction of the station itself
Anti-personnel explosives will still exist, be lethal and useful, but not be capable of nearly the scale of destruction that they currently are.
Large bombs (the ones you can't hide in a bag) are the primary source of large explosions
TTVs
Grenades
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