Limpet Bomb

The Limpet Bomb - A bomb which can be attached to a target. Once detonated the bomb does damage and reduces rotation speed to all enemies and user in blast radius. Available at t3+

Specifics:

Inflicts kinetic damage to every enemy including user if in blast radius.

User must be within 250 meters to place bomb on target.

The blast radius is 800 meters.

There are 8 charges in the cartridge.

Charge reloading time is 14 10 seconds.

Cartridge reloading time is 120 seconds.

The bomb takes 12 seconds to detonate.

Reduces rotation speed by 15%.

Effects last for 20 seconds.

If the user dies the bomb is null and void.

Damage dealt:

Tier - Interceptor/Fighter/Frigate

T3 - 1784.25/3568.5/5352.75

T4 - 1959.75/3919.5/5879.25

T5 - 2135.25/4270.5/6405.75

Thought this needed a bump.

Oh and the Limpet Bomb can be used on a tackler and/or crafted for use on any ship.

I like the concept, but am too tired to number crunch.

Ban Bomb:Nothing to say much,blast radius:15000 Meters,Every ship in explose radius will be banned.(Only available for developers and administrators). :bomber:

This idea looks very familiar… 

 

EDIT: Of course it’s familiar! You suggested it before somewhere on the forums. +1 to implementing something like that. 

User must be within 250 meters to place bomb on target.

 

I would prefer  something like : Stay for 2.5 sec at 750m of the target to plant it.

And you could remove it by crash into a rock.

I would prefer  something like : Stay for 2.5 sec at 750m of the target to plant it.

And you could remove it by crash into a rock.

 

Then you would have to reduce a bit the cooldown or you would not be able to use it in most cases.

lets say 1500 meters and 2.5 sec 

Lets say 100 meters and 2.5 minutes. Seriously, only i think it’s a bad idea?

Lets say 100 meters and 2.5 minutes. Seriously, only i think it’s a bad idea?

 

As long as is not overpowered and the idea is original, why not?

 

I wouldn’t use them tho, and I would tweak the numbers and mechanics, but the idea is not THAT bad.

Thanks for support guys and fasz, you are entitled to your opinion.

 

I lowered the charge reloading time to 10 seconds.

 

The way i’d use it is:

1.) Turn on cloak

2.) Place Limpet Bomb

3.) Kill shields and do enough hull damage to burst kill the target with bomb. (After all it does kinetic damage)

4.) Leave it alone to run back to it’s mates

5.) Let bomb reduce rotation speed to all enemies in radius and do some damage.

6.) Profit

As long as is not overpowered and the idea is original, why not?

 

I wouldn’t use them tho, and I would tweak the numbers and mechanics, but the idea is not THAT bad.

 

I have problem with delayed damage as a concept. It’s in the annoying category. It’s great in a game like DotA, which is about choosing your encounters first and executing them perfectly is a secondary objective. You have to know what debuffs will you get, what DoT will be applied.

SC is a fast paced game more based on agility. Plasma Web is great if you want to deny beacon capture, but still does too much damage. This bomb would have to deal a considerable amount of damage to be considered, and getting damage after you disengaged, dieing after you successfully disengaged is very anti-fun in this kind of game.

 

The “stay away from me” aspect is nice though. But would be much better as a class specific module.

You got to remember is if the target decides to keep attacking the bomb has a high chance of destroying you as well. Either you’d stay and fight or you flee. If your target is competent he will chase you down reducing your hitpoints until the bomb explodes taking both of you out. If you stay there is also a risk. You must destroy your target before the 10 seconds are up. You still might die.

Also, there is always a risk of dying after disengaging when it comes to missiles, mines or bombs. I lay mines in an LRF. Then someone kills me. They run into mines and explode. Not to mention mentally challenged people fly into as well and also die. I could launch a missile and he target kills me. The missile keeps going and kills target.

Or you could just crash into a rock with low hull.

There are plenty of ways of dying after disengaging.

You got to remember is if the target decides to keep attacking the bomb has a high chance of destroying you as well. Either you’d stay and fight or you flee. If your target is competent he will chase you down reducing your hitpoints until the bomb explodes taking both of you out. If you stay there is also a risk. You must destroy your target before the 10 seconds are up. You still might die.

Also, there is always a risk of dying after disengaging when it comes to missiles, mines or bombs. I lay mines in an LRF. Then someone kills me. They run into mines and explode. Not to mention mentally challenged people fly into as well and also die. I could launch a missile and he target kills me. The missile keeps going and kills target.

Or you could just crash into a rock with low hull.

There are plenty of ways of dying after disengaging.

 

Lets take concept a step further…   If you plant the “bomb” successfully …  disengage remain alive … and as long as you are alive the bomb is remains enabled until it explodes.   BUT if the event you die the bomb is rendered dead as well.     otherwords you are the active trigger.   

So you have to remain alive for it to explode but if you die no one is there to detonate so the bomb is disabled and can no longer explode, right?

So you have to remain alive for it to explode but if you die no one is there to detonate so the bomb is disabled and can no longer explode, right?

 

Correct!   

Rise from the dead my beauty.

Your beauty is a good idea…

But it seems like the devs don’t care…

Should I send this straight to the devs then? Use the mailing system?

I keep forwaring all good ideas to the Devs.

 

But there are a lot of good ideas and suggestions and Devs try to do their game with your feedback not our game with their name - please remember