Bile Bomb
MistenTH
Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Make it skill-based; More direct damage, Less AOE</div>Longtime NS player, longtime NS2 forum lurker, see requests for quality I&S to tweak developer concepts rather than revoking them. These are the result. Statistics here are only an example to illustrate the concept.
<b>Problem</b>
Bilebomb kills 1 structure slowly, kills too many structures quickly. Very punishing against ARCs / MACs. AOE makes it too easy to use.
<b>Idea Concept/Summary</b>
Bilebomb kills single structure target faster on direct hit. (e.g. +20%)
Bilebomb AOE only damages structure armour at reduced rate (e.g. -50%), cannot kill structure HP.
<b>Details/Examples</b>
Bilebomb can now kill that protolab faster; without destroying the whole base in the process.
MACs/ARCs no longer die en masse to 1 gorge, but they become much easier for Kharaa to kill once armour is down. Direct hits still kill them.
<b>Problem</b>
Bilebomb kills 1 structure slowly, kills too many structures quickly. Very punishing against ARCs / MACs. AOE makes it too easy to use.
<b>Idea Concept/Summary</b>
Bilebomb kills single structure target faster on direct hit. (e.g. +20%)
Bilebomb AOE only damages structure armour at reduced rate (e.g. -50%), cannot kill structure HP.
<b>Details/Examples</b>
Bilebomb can now kill that protolab faster; without destroying the whole base in the process.
MACs/ARCs no longer die en masse to 1 gorge, but they become much easier for Kharaa to kill once armour is down. Direct hits still kill them.
Comments
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This is the crux. The devs were aware of the too-high aoe damage thus changed bilebomb to apply a non-stackable damage over time effect to even out bilebomb's effectiveness. As far as I've seen, it's not unbalanced right now.
Insert's $00.02