wtrmlnjuc Posted February 24, 2015 Share Posted February 24, 2015 Bombards are easily one of the most annoying enemies in the game, because they're not just a heavy unit, they're a heavy unit with missiles that are extremely well homing (props to the Grineer engineering sector) and controllable. Only weakness? They're slow, ish. The problem with this is that you can turn a complete 180 through a labyrinth and they will still catch up to you at some point and hit you, causing you to be knocked down, set aflame, and possibly knocked down again depending on how close you are to said bombard. Doesn't reward the ninja style gameplay either, as the slow homing negates that. My suggestion would be to make the rockets faster, but have a larger turning radius. This would make them easier to dodge and you can make them explode somewhere else when you turn and move more like a ninja. They would have a higher chance of missing, yet they would still be a threat if you don't move. Link to comment Share on other sites More sharing options...
CapricaSix Posted February 24, 2015 Share Posted February 24, 2015 Sounds good to me, but only if they reduce the fire rate, rapid-fire homing missile launcher is pretty ridiculous, especially if you're the host, more noticeable then. Otherwise it'll just get more annoying in my opinion. Link to comment Share on other sites More sharing options...
(XBOX)Brennon Cook Posted February 24, 2015 Share Posted February 24, 2015 Nope. Just get rid of them. Last resort, replace with Napalms. Link to comment Share on other sites More sharing options...
(PSN)theelix Posted February 24, 2015 Share Posted February 24, 2015 (edited) Rockets that are faster with their current turning radius would naturally be less accurate as they would have less time to turn the same distance. Therefore, increasing the turning radius and increasing speed would ultimately make it horrible unless you were standing a few degrees away from it. In light of this knowledge, I'm going to say no; Increase the speed and leave the turning radius alone. Edit: In case people don't understand my example, because I'm horrible at explaining things, think about driving a car. Doing a sharp 90 degree turn at 5 mph vs doing a sharp 90 degree turn at 20 mph (Please NEVER do this; you could potentially flip the car and get into an accident) It's going to be harder to perform the higher speed you go. Because physics. Edited February 24, 2015 by (PS4)theelix Link to comment Share on other sites More sharing options...
geninrising Posted February 24, 2015 Share Posted February 24, 2015 This would be a great change that would allow DE to balance out their power. Currently they are virtually a guaranteed hit and it seems nothing you do can avoid them do to the broken mechanic of explosions going through objects. Link to comment Share on other sites More sharing options...
dragonkingdx Posted February 24, 2015 Share Posted February 24, 2015 I just prefer to be able to shoot down the rockets o.o if they are gonna rapid cluster bomb my butt I at least want to be able to take out 1-2 rockets Link to comment Share on other sites More sharing options...
wtrmlnjuc Posted February 24, 2015 Author Share Posted February 24, 2015 Rockets that are faster with their current turning radius would naturally be less accurate as they would have less time to turn the same distance. Therefore, increasing the turning radius and increasing speed would ultimately make it horrible unless you were standing a few degrees away from it. In light of this knowledge, I'm going to say no; Increase the speed and leave the turning radius alone. Edit: In case people don't understand my example, because I'm horrible at explaining things, think about driving a car. Doing a sharp 90 degree turn at 5 mph vs doing a sharp 90 degree turn at 20 mph (Please NEVER do this; you could potentially flip the car and get into an accident) It's going to be harder to perform the higher speed you go. Because physics. Eh, game physics don't act like real physics do. Doing a sharp turn at a higher speed in real life results in inaccuracies. Doing so in a game, results in going in the same path, but faster. Increasing turning radius means that you can avoid it if you're agile, and hopefully it explodes somewhere else along the wall, the floor, or another enemy. Link to comment Share on other sites More sharing options...
XAN3MK Posted February 24, 2015 Share Posted February 24, 2015 Frankly, I'd rather DE remove the homing and add collision detection so the explosion won't go through solid objects or warframe powers that should be blocking them (Volt Shield for example). They'll still serve the role of area denying unit w/o being nonsensical. Link to comment Share on other sites More sharing options...
VoidPunch Posted February 24, 2015 Share Posted February 24, 2015 Frankly, I'd rather DE remove the homing and add collision detection so the explosion won't go through solid objects or warframe powers that should be blocking them (Volt Shield for example). They'll still serve the role of area denying unit w/o being nonsensical. This. Instead of asking for minor tweaks ask for what players want, this. Link to comment Share on other sites More sharing options...
Archistopheles Posted February 24, 2015 Share Posted February 24, 2015 Make the rockets bigger so we can shoot em down. Link to comment Share on other sites More sharing options...
Centias Posted February 24, 2015 Share Posted February 24, 2015 Frankly, I'd rather DE remove the homing and add collision detection so the explosion won't go through solid objects or warframe powers that should be blocking them (Volt Shield for example). They'll still serve the role of area denying unit w/o being nonsensical. A whole lot of this, plus slower fire rate, more visibility on Corrupted Bombard missiles, slightly larger hitboxes so they can be shot down just slightly easier, self-damage and missile collision on their comrades (possibly even friendly fire if the explosion hits one of their comrades). Link to comment Share on other sites More sharing options...
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