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Bomberman: Change to bomb code/assemblies
#9
Ali0en Wrote:If you use the right mix you can delay the bomb detonation by several seconds. I do this to trick people into thinking it's a dud, when ten seconds later it's disarmed and explodes.

Never knew that. Adding any of this would not change that trick though.

icarus Wrote:
UrsulaMejor Wrote:the proximity bomb nerf... seems a little harsh
not really, it'll give people more of a challenge with proximity bombs instead of just "oh whoops there's a bomb goodbye"

That's exactly my point. Prox sensors are ass. Maybe if the bomb was out in the open would having prox sensors be ok, but bombs are mostly hidden, so you could be walking down a corridor and you are gibbed randomly because you walked right beside it, no warning, no chance to deactivate.
You may argue that this could happen easily with a timer/signal device but
A) If you get blown to shreds by a timer assembly, that's either very good timing on the traitors behalf, or you are unfortunate.
B) If you get blown to shreds by a signal assembly, that's very good timing/strategized on the the traitors behalf, or you are unfortunate.
Prox sensor offers neither A nor B, nor offers any chance to deactivate. Note that MOST people will be running, so this won't change it too much, but it will make someone that KNOWS that there's a prox somewhere that at least they'll have a fighting chance to at least deactivate it.

If anything, i'd like to see prox sensors changed, it seems the easiest thing to do.
Bombs having maintenance panels are alot of work, but I would believe it would most definetly be more fun for bomb makers and people getting blown up/attempting to deactivate. It just adds alot more situations.
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