improving time bomb without mechanical changes
I've never seen Director 11's mines, but from what you describe this would be a VERY useful addition to the power.
I've tried to time my LRM attacks to hit at the same time as the Time Bomb's explosion, and it's annoyingly hard to do. Too fast or too slow, and some of the targets get blown out of the second AoE. A few other tricks have the same problem. This would make the power more useful without adding anything to the actual stats of the power.
"I do so love taking a nice, well thought out character and putting them through hell. It's like tossing a Faberge Egg onto the stage during a Gallagher concert." - me
@Palador / @Rabid Unicorn
I've never seen Director 11's mines, but from what you describe this would be a VERY useful addition to the power.
I've tried to time my LRM attacks to hit at the same time as the Time Bomb's explosion, and it's annoyingly hard to do. Too fast or too slow, and some of the targets get blown out of the second AoE. A few other tricks have the same problem. This would make the power more useful without adding anything to the actual stats of the power. |

You can always watch for the flashing light on the bomb. It goes through three cycles of about four flashes, each progressively faster. You just need to figure out what flash to queue the power on.
That's not an argument against an overt timer, of course, but I'm of the mind that Time Bomb needs to be scrapped for something that doesn't suck if it is to be useful. And I say this as a Time Bomb fan.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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yeah i mentioned in the last line of my OP that time bomb does have other issues that should be looked at, but the suggestion i outlined would be much easier to implement for the time being unless they already had plans for remaking the power
i wouldnt be against changing the power to be something more useful overall, but as mentioned this suggestion would be very easy to implement as it is just adding a graphical countdown since paying attention to a blinking light can get extremely difficult if there are a lot of baddies and/or people/pets on the screen and that doesnt count any other graphical effects that might be happening as well

Sounds good.
However, the easiest suggestion would be cutting down setup time, recharge time, and maybe even making it ranged
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Time Bomb is one of the game's primary examples of "balance by annoyance," where you have a genuinely good power which is made so inconvenient to use that it turns into a very crappy power.
Again - I'm not against a timer. And again - you can watch the bomb light blips, because they ARE a timer of sorts, with a collapsing interval between the flashes.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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without changing mechanically how time bomb works, a really good way to time it better or make it more useful is to add countdown numbers that pop up similar to the countdown that self destruction uses
i kind of got the idea from director 11's mines and how it does the three-two-one then boom so you know to get away from them, but kind of reverse this so that its counting down time bombs time to detonation so you and others can more easily see when its about to go off to make the most use of it by dragging enemies near it, ect
im sure there are other problems that time bomb has, but something like this would make it a lot more useful in its current state