#Balance explosives

18 messages · Page 1 of 1 (latest)

paper spire
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i didnt think of the need to balance explosives as i didnt get to play against that many ppl that used explosives cards but after getting destroyed with 3 cards (1 each round) i just think this needs some balance, i get it that shooting the explosives its funny and a way to make them explode earlier than the card is supposed to but throwing an explosive and shooting it at the best moment to deal the maximum damage possible or even killing the opponent and giving a free win is just stupid.

2 ideas would be to decrease the dmg explosive cards do or revert it to how it was in the demos that u couldnt shoot the explosives (i think u couldnt)

i get it that u have to get lucky drawing the cards but there are 5 (for now) explosive cards (not counting the explosive turret that can easily be avoided or destroyed, and the grenade launcher that needs a bit of skill) and one of them giving 4 at max lvl but its 5 free rounds with the only need to get them close enough to kill or deal enough dmg that only a couple of bullets would give u a win

frigid arrow
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Honestly... I think I might agree, especially if they do change the passive Lars has. My main issue is being able to shoot explosives. I'm like 90% sure they weren't like that in the previous demo, and while yeah it is fun, I think it needs a bit of tuning with this new option added. It does take a bit of skill to correctly aim and shoot the explosive, and I do think skill should be rewarded like that. And like, landitthe sticky bomb on someone should do a massive chunk of their health, it only feels appropriate. But winning a round last night by shooting the opponent's explosive the second they threw it (totally on accident, I didn't even see it visually spawn yet) felt kinda cheap to me. Similarly, it feels bad being in the middle of a gunfight, and trying to toss an explosive as if it's a grenade or something, only to shoot it the second it leaves my hand and blow up in my own face.

paper spire
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even shooting the sticky bomb is bad, someone could throw it at you and then u try to run at him while dealing dmg so both of u die, but having the possibility to shoot the bomb makes it imposible to get closer to deal dmg to the other party

frigid arrow
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Definitely agree, sticky bomb shouldn't be able to be shot, or should at least take a few shots to explode.

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Personally, I'd love for them to remove this feature from most explosives, and add in like an "unstable explosive" card or something. Something that specifically CAN be shot to deal some extreme damage

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But I can see why the devs added this mechanic. It certainly would feel cool to like, pop slow-mo and shoot an explosive your enemy tossed while it's mid-air

paper spire
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if u use slow-mo then definitely the other guy will shoot it right in front of u instead of him XD but talking about shooting the explosives, i hate it more because this could be seen as a meta deck and would be horrible to play against every single match

delicate vector
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In my eyes sticky could explode if you shoot on that one. But not the classic bomb and it must explode on direct hit in an ennemie.

covert inlet
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Other than the possibility of you accidentally blowing the bomb up in their face, I generally agree that explosives feel a bit gimmicky at times and this adjustment might ironically increase how interactive they feel. Right now they feel pretty debilitating if you just get dunked by one.

timber flare
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As someone who uses explosives a lot, i may have to disagree. Granted, im not the best player or know how to use them the best, but its always fun taking pot-shots at a landmine or something when theyre tossed. Ive had many rounds come close to ties due to explosives. They help me out, so they dont seem bad to me. If anything, i think the regular bombs should have a lesser detonation time.

uneven vortex
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After testing my kamikaze builds a bit with Lars, I think a good way to balance it is to enable a fuse related damage, the more the explosive travels, the more damage it does (this way we can prevent noobtubing upclose). For the explosive mine I would just make it so that it Arms after 1.5 secs

paper spire
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i can see that as an option, dealing little dmg when up close but a lot when using it for long range, the mine its supposed to be a mine instead of another explosive to throw to your enemies face so arming or making it indestructible for 1s or so is plenty of time to get far from it but i dont know if u can balance this way the punch-r (travel increase the dmg) but maybe just lower its dmg a tiny bit or make it that if u are far from the center of the explosion u get less dmg as if u were right in it

uneven vortex
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Nade launcher does indeed too much splash damage, it should do max damage on direct hit

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either make it bounce when it its terrain or lower the non direct damage

warm whale
fresh dock
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I think it might be interesting is if instead of the explosive being tossed immediately, itd appear in the users hand and is then throwable with another press. Its not a significant change but it both allows the explosives presence to be signaled allowing for more effective counterplay, but also allows explosive users to cook the throwable explosives and perhaps catch the target off guard with a slightly shorter fuse. WRT the Grenade Launcher, i think the nerf down to 1 shot per magazine definitely kept it more manageable, but I think it could also reduce the radius of the blast by 33%

paper spire
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being allowed to cook it could be good but also adding this to the "more travel = more dmg" cuz otherwise would be even more op than it is now

instead of the 6-round grenade launcher that we have now, change it to this (see picture) and make it as u said only 1-round, i dont even know how big is the radius of the explosion but i would change it as we said before, closer to the center = more dmg

azure dove
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perhaps shot bombs do less damage then bombs just left to explode, though i do agree with the whole bombs are strong thing