Add keybind to drop bomb + Always disallow same person from picking it back up for XX seconds

Sometimes you got the bomb, and you dont want it.  Some ships can drop it and farm syn.  Some ships cannot drop it at all.  It would be nice to address both issues.  Add a key to drop the bomb. Prevent the same person from picking it back up again for XX seconds.  These can be implemented independently, as they stand on their own.

Or they could plant it.

I disagree, because ppl could just drop it to make a better carrier take it and camp with them. Squads could specially exploit this.

Im 50% for this idea and 50% against it. 

 

On one hand we have those ships that cannot drop the bomb and accidentally grab it. But on the other hand, along with Residente, it could be exploited too. 

Nooooo it is fine as it is. Most ships have a way of dropping it anyway. Just command and guard do not

It could be exploitet by droping and picking up the bomb again.

Nooooo it is fine as it is. Most ships have a way of dropping it anyway. Just command and guard do not

 

every ship can drop it, just fit EB and get hit. :wink:

 

But yeah this would be exploited for efficiency.

@Error, others.

 

It can __already__ be exploited by dropping the bomb and picking it up again.  The first part of this just allows *any* ship to have that ability, so it’s not really any new kind of problem, just levels the field in that regard.

 

Second part is just super-obvious, and I’m very surprised that only JPHack agrees with me.  Did the rest of you even read the whole title?

 

Please also see my *comment* in this thread for related anti-exploit logic:  [http://forum.star-conflict.com/index.php?/topic/22762-timer-for-bomb-detonation-while-carrying-detonation-mode/](< base_url >/index.php?/topic/22762-timer-for-bomb-detonation-while-carrying-detonation-mode/)

@Error, others.

 

It can __already__ be exploited by dropping the bomb and picking it up again.  The first part of this just allows *any* ship to have that ability, so it’s not really any new kind of problem, just levels the field in that regard.

 

Exactly, it is already a problem, but your feature makes it worse by giving any ship a no-cooldown ability to drop the bomb. That will allow squads to play ping-pong with the bomb.

Unless second part is also implemented - cannot pick bomb back up for 90 seconds.  Passing off is ok.  But severely restricts exploitability.  That’s why I put these two together.  Other ships should also be able to drop the bomb, but nobody should be allowed to farm synergy by this method.

I like this idea but one issue:   how is the game supposed to differentiate between you dropping the bomb on purpose and say dropping it right next to the enemy beacon because your EB popped?   I’ve had plenty of circumstances where I initially dropped the bomb on accident, and re picked it up with barely any hull and planted.   

 

It would take a little code magic but I like the idea of a drop the bomb button along with a 90 sec wait timer unless dropping the bomb is activated by EB.   It shouldn’t be hard to specify which “buff” triggers the 90 sec cd and which don’t…EB and that’s pretty much it…everything else should trigger the timer.

 

Knowing the current priorities of the dev team I don’t think this will ever see the light of day…Sandbox PvP is just too high up the “to do” list.

I 100% agree with you, it seem unfair to me that some ship can exploit this already by activating a module and some ship cant. As it can already be exploited, I think dev should look in a solution to even things out, by either not giving synergy for picking up the bomb or maybe loosing synergy for dropping it but there is definitely a problem here. Beside, I know what you mean kaiju as I have already witnessed some players abusing the system as it is right now.

For me is a valid tactic to drop the bomb via cloak or camo, wait for the pursuer to stop by the bomb to pick it and kill him afterwards.

 

They you can pick the bomb again and plant.

The only invalid tactic is to get the bomb for efficiency, hide when enemy beacons are “easily” plantable, and you’re losing.  Maybe there are other invalid tactics, but that’s the main one.  Picking up and dropping the bomb for efficiency’s sake is just abusing mechanics.

 

Also, you get more efficiency points for killing while carrying the bomb.  I can’t say I’ve never taken a detour for a kill.

The only invalid tactic is to get the bomb for efficiency, hide when enemy beacons are “easily” plantable, and you’re losing.  Maybe there are other invalid tactics, but that’s the main one.  Picking up and dropping the bomb for efficiency’s sake is just abusing mechanics.

 

Also, you get more efficiency points for killing while carrying the bomb.  I can’t say I’ve never taken a detour for a kill.

The main problem is that when you have the bomb, your adaptatives don’t work. So I prefer to dogfight someone with my tank up, than commiting to an unbalanced fight.

 

I’m talking 1v1 of course, and with a fed cov ops/recon, which are the ships I use in detonation games.

The idea itself isn’t bad. I would suggest to add the option to deliberately drop the bomb, if you accidentally picked it up with your slow Guard friagte or Engineer. However, once you dropped the bomb deliberately through this new option, you are not able to pick it up again for 120 seconds. That way, it would prevent abuse and help those players who didn’t really want to pick it up.

 

However, this option should not work the same way as modules, which automatically drop the bomb. Since, for example, when I play an ECM carrying the bomb, I get into a dogfight, I drop the bomb, kill the ennemy and pick it up again to continue. So there needs to be a differentiation between modules, dropping the bomb (such as adaptive camo, stasis, microwarp, etc.) and an additional option to drop it once on other ships, which don’t have modules for that.

The main problem is that when you have the bomb, your adaptatives don’t work. So I prefer to dogfight someone with my tank up, than commiting to an unbalanced fight.

I’m talking 1v1 of course, and with a fed cov ops/recon, which are the ships I use in detonation games.

this is why i prefer imp recons for detonation