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View Full Version : Linking Boomers


EarlyDawn
2004-04-20, 07:07 PM
I posted this on the official forums, want input.

I know this has been suggested before, but to my knowledge, not in this form... Let's see what you think.

When you deploy a boomer, the detonator is placed in your hand as usual. However, the detonator has a secondary mode. When activated, the standard tiny deploy circle appears on the reticle, and you can lay additional boomers without equipping more ACEs. Boomers placed in this way are assigned to the detonator that you use in secondary to lay them. Thoughts?

JakeLogan
2004-04-20, 07:15 PM
No thanks last thing I want is 3 boomers going off in the spawn room at one time.

EarlyDawn
2004-04-20, 07:19 PM
So use jammers to disarm them. Clear the room. Don't spawn there to begin with.
:rolleyes:

noodles
2004-04-20, 07:24 PM
i like it... but then again i'm a cloaker w/ CE.

The best use i could think of is setting a bunch of boomers in the room or hall right outside a spawn room of a base that you are defending and right as the enemy starts trying to push in the spawn room..... kill 'em all!

scarpas
2004-04-20, 07:45 PM
me likes.

Ait'al
2004-04-20, 07:48 PM
It definetly needs something like the first post to give it more use. The mines arent exactly meant for taking out infantry. I walk over them in rexo 4 at a time to take them out sometimes.

Jaged
2004-04-20, 07:54 PM
I like it only if there were some restrictiones. Like for instance you can only place one this way every 10 seconds so infls couldnt surge in, lay a full inventory of boomers across a crowded spawn room and get ~30 kills. Also, there should be a restriction on how close together they can be placed. I son't know what the distance of the restriction would be.

HawkEye
2004-04-20, 08:07 PM
i like that idea.

Ait'al
2004-04-20, 08:09 PM
Remember though, an infiltrator can only hold 5 devices at once, unless he has a wraith. And i thought you could ony have like 10 devices at anyone time like that.

jsloan31
2004-04-20, 08:24 PM
yes.

it would also make gen blowing easier...

Rbstr
2004-04-20, 08:29 PM
Thats a good idea i liek it

SuperSixOne
2004-04-20, 08:56 PM
ive already talked to you on aim about this =P we had a rather heated discussion on how this would be good/bad for the game. We did come up with the idea to have a "digital" detonator. Once you eqip the boomer you have the detonator and you can either hold it like you can now or do a secondary fire mode which puts it into a digital screen. In this screen you click them to detonate but there is a delay between which one you set off. The delay would be aslong as it takes to holster/unholster an item. If you digitize them you can not put them back how they origionaly were, and if you keep them on detonator you keep them how they are now. I would like to add making them digital removes it from your inventory so you saves room. If a boomer is destroyed or defused exc. it will simply disappear from the digi sceen.

--i think this was a fair point to settle on. Keeps people from infiling in and planting a hallway full of them ++gatgod++ cough cough but it also alows the CEs to keep track of them and keeps them handy.--

ideas??

TheN00b
2004-04-20, 09:04 PM
I like it only if there were some restrictiones. Like for instance you can only place one this way every 10 seconds so infls couldnt surge in, lay a full inventory of boomers across a crowded spawn room and get ~30 kills. Also, there should be a restriction on how close together they can be placed. I son't know what the distance of the restriction would be.

/signed, except that the 10 secons should be five.

SilverLord
2004-04-20, 09:09 PM
I don't like the idea...maybe it's because I don't know exactly how it works. Does the secondary boomer have to be close to the original or anywhere?

EarlyDawn
2004-04-20, 09:41 PM
I thought standard boomer rules. The difference is you're circumventing putting your trigger away and taking out an ACE, and you're slaving all your boomers to a single trigger.

Heavygain
2004-04-20, 09:42 PM
Sounds nice, but the spawn thing WOULD be annoying.

drsomewhere
2004-04-21, 09:04 AM
This definitely would make for good CY traps for incoming enemies. Imagine you are seiged INSIDE of the base, but luckily you laid 10 boomers outside in periodic locations throughout the CY. You hit your detonator as the zerg of NC AND VS AND THEIR M4D H4X0r$ burst through the door and the CY goes silent...It would be great for traps, luring the enemy into the courtyard or designated area and blowing them to hell. Love this idea, could help very much strategically

SilverLord
2004-04-21, 11:28 AM
This definitely would make for good CY traps for incoming enemies. Imagine you are seiged INSIDE of the base, but luckily you laid 10 boomers outside in periodic locations throughout the CY. You hit your detonator as the zerg of NC AND VS AND THEIR M4D H4X0r$ burst through the door and the CY goes silent...It would be great for traps, luring the enemy into the courtyard or designated area and blowing them to hell. Love this idea, could help very much strategicallyNot really because most people use an EMP or destroy mines and boomers when they see them.

Hoza
2004-04-21, 11:36 AM
Friendly Boomers aren't destroyed by jammers while you still have the detonator - At least they didn't last time I tried a couple of weeks ago. While you have the detonator the boomer has a green ring around it and seems invunable to jammers, but if you drop the detonator the green ring disapears and jammers work again.

I was never sure if that was deliberately designed in by the Dev's (Possibly to prevent people getting blown up by their own boomer as soon as they deploy it by someone playfully lobbing a jammer at them!) or a feature that 'crept' in while no-one was looking.

Are enemy boomers killed by jammers if the detonator is still held?

ChewyLSB
2004-04-21, 04:06 PM
I think he means enemy EMP's/jammers... and plus I thought frinedly jammers would blow up boomers anyways...

Sonic625
2004-04-21, 06:52 PM
It definetly needs something like the first post to give it more use. The mines arent exactly meant for taking out infantry. I walk over them in rexo 4 at a time to take them out sometimes.
Yeah but what is it that an infil can walk over a mine and live but a max walks over one and instant death with full heath and armor?

Xijx
2004-04-22, 01:07 AM
Love the Idea....And realisticaly wouldn't change too much gameplay.....Just the occasional Spawn room trap....Not like it could be repeated. As oppose to me running threw 4 times with one boomer each time getting 10 kills each time....Or going un, planting boomer, waiting 3 seconds for detonator to appear, on second to change modes, 3 more seconds to deploy second boomer, 3 mor seconds to deploy next boomer.....Then everything the the spawn room dies, Going at full speed...in 10 seconds.....In my cloaking experience as soon as you plant that first boomer, and make that little green cloud, people start spamming fire everywhere cause they know whats gonna happen next :D


While i love the Linked Boomer idea....Would rather see a High explosives Demo pack(Just explodes Doesn't have a trigger, would need to shoot it or boomer it :D), Emp mines....And other stuff tho :D

drsomewhere
2004-04-22, 06:40 AM
While i love the Linked Boomer idea....Would rather see a High explosives Demo pack(Just explodes Doesn't have a trigger, would need to shoot it or boomer it :D), Emp mines....And other stuff tho :D


OMG A SATCHEL!!!! ACK THAT would be awesome

WildEagle
2004-04-22, 06:54 AM
word :p

Queensidecastle
2004-04-22, 02:09 PM
I would proabably start playing again if they put in high explosives

EarlyDawn
2004-04-22, 03:01 PM
Yeah, while I think my idea would go a long way towards more realistic and streamlined demolitions, some kind of high explosive det packs would be good.

drsomewhere
2004-04-26, 09:15 AM
yummmmmy...satchel....

Xijx
2004-04-27, 03:31 AM
Petition for Satchel....again? :D

Ait'al
2004-04-27, 05:22 AM
i like the thought of them just adding additional modes like the ACE has as you deploy more of them untill the max of four or five are out. You could then just right click to the one you want and just keep track of them mentally(or have them show up on radar as a unique device to the deployer and highlight it to who which one is selected) and use radar or add an ability so see a small point around the device once youve selected it through the "mode" (right clicking through them) method with the special action button (B).( Id suggest making it so all of those are available) Then you could see and use them from safer places and use them when not an infil and not intrude on the game much, and be able to see what your doing at the same time. I think that would be a nice simple solution.

Edit: you would left click on the device selected eiter while in veiw mode or not. And you could allow multiple hand devices like now(which would now be limited to how many aces you can carry and deploy as boomers.) Each would fill up to four of five first and then give you a second one which you shoud have room for after deploying 5-6 boomers. The veiw could be very small so its also just as feasible to try to use motions sensors in the facinity to help making several methods for users to choose from. This would also give something for the new implant change to avoid besides auto guns(unless your useing it with the visual mehod).

StrangeFellow
2004-06-15, 07:16 AM
sachel charges :eek:

/sign