no it came from a self confessed homo and is literally a stupid idea

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Excellent, Some Fresh Ideas For Siege! Good Thinking Higor, In adition to some of my undisclosed ideas this could make for a very diverse gameplay experience. New players may be overwhealmed with all the new stuff for Siege but I think it makes the game a lot more interesting. A good thread this is. BTW Slowfield FTW.
why hate blaze i think its a good idea imo
You think it's a good idea in your opinion
Cool story brah
nooo, with this laser will be very hard take the core in some maps, imagine a laser near sps, 10 of life and the laser damage after, its like a super supermine huiasheui (for defend it you can just make a minishield in front of it), and the current siege is alrealdy too bad for finish the game in some maps, sp firing rate need be decreased and the repareble core disables all attacks/nuke attack on the cristal, in maps like simplex or niven the one way for win is destroy ALL the base before attack the core
i think the sp's radius has to be lower or something
shut up just shut up
Developing the Booby Trap shouldn't be too difficult.
The idea is a double explosion mechanic:
- 1 hitscan explosion, scaled by distance, 200 damage, 50(full effect) + 500 units radius (scaled to 0).
- 1 thru wall explosion, scaled by distance, 150 damage, 50(full effect) + 200 units radius (scaled to 0).
The point of 2 explosions is to make it more versatile, it would require extra tactical measures to use effectively so it isn't spammed that much in simple close combat.
The moderate damage is to prevent a SuperMine being destroyed by one Booby Trap, so teamwork will be needed.
I find 400 RU a reasonable price for it, upgrading it (40, 45, 50, 55, 60) might be used to modify damage and range from 100% to 125% (5% extra per upgrade).
If used effectively, up to half of the spent RU will be returned from additional kills and leech.
A small redeemer explosion effect can be used.
Tactical uses:
- Team immolation against SuperMines
- Immolation against incoming nukers.
- Charging against tightly defended bases.
- Charging out of a trapped base.
- Clearing mid in small maps.
- Getting killed by the strongest enemy and taking him/her with you.
A point of discussion: should the damage be the scaled down done in linearly? Or in square root fashion (1>0)?
The second one allows greater damage within middle distances.