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7/16/2017 8:54:11 PM
6
That's a fine theory until you consider that there is also a much faster version of the Nova Bomb.
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  • "There may also be a Lance perk, but hopefully a NovaBomb with the Lance granting skill tree equipped will have a lower health pool so that it can be killed quicker and still be balanced." Already covered that. IF there is a faster version in the final game (because remember, all the footage IGN was given is from old builds and has likely been adjusted) then it will likely have a lot less HP. So it is easier to kill. So we still have a chance to defeat it.

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  • We have already seen footage in trailers of a smaller faster nova bomb that has a small arc when thrown. (Smaller than vortex)

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  • Yes, we have. That is why I discussed the "Lance" perk, which is one that people have been theorizing will exist in the second subclass tree. But that footage was also possibly early footage of a previous build which is no longer relevant. The same can be said for slow movement, but that's not the point of this post. What this post IS about is explaining why it moves slowly when it moves slowly. And when you consider the factors, it makes sense that the nova bomb would have to present an opportunity to take damage (like all other supers) and so Bungie would try to balance this by giving it a slower move-speed. That's the whole and entire point, and that's backed up by the Fireteam Chat podcast.

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  • When beta starts you and the enemy team should throw 2 nova bombs into eachother and see what happens😉

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  • 由Zelrons編輯: 7/16/2017 10:05:56 PM
    I did read that, but that's circular logic. Your theory is based on the fact Nova Bomb is big and slow. If there was only the Lance version you likely would have never come to the conclusion it could be destroyed. So you're trying to make it accommodate your original theory. Even considering it be itself it doesn't make sense in terms of balance. From what we've seen of the faster Nova Bomb it's very fast and not very large. Even if you want to discredit the footage we've seen the Lance available in D1 is the same. Even the regular version of Nova Bomb is still pretty dang quick on the down arc. The point of all this being it's not going to be easy to hit and you're not going to have much time to hit it. The only way to balance that is to give it some [i]very[/i] low health. So low that the super would be basically useless at any reasonable distance from your target. [spoiler]Think about the fact that rockets can be detonated prematurely by shooting them out of the air. How often does that happen? How low would their health have to be to ever make that a viable option?[/spoiler]

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  • It's not actually circular. I know it SEEMS that way because in the end I come back around to how to defeat it if it is fast, but the origin of the argument comes from Bungie's statement that all supers are meant to be weaker to energy weapons now, a statement that was made months ago. It follows on from there that the Voidwalker super would have to have some way being damaged by energy weapons, as it is included in the category "all supers". And as damaging the voidwalker themselves would be useless once the super has been activated (as there would only be a split second interval between activating and releasing the novabomb, and making that animation longer in order to make the voidwalker vulnerable would just make them SEVERELY underpowered), then it follows that the novabomb itself must be damaged. This conclusion is THEN backed up by the IGN Fireteam Chat video, where the podcast cast state they have been told you can shoot it to destroy it. So you see, it's not actually circular, as that is the main argument. After that, it is purely observation of possible mechanics. For instance, the health pool of the novabomb and its relationship to speed, as well as the possibility of the lance perk, or a possibility I had observed privately but had not included in this post, such as a roaming perk in an alternate skill tree, where the voidwalker floats around the map at an elevated position throwing down a larger number of smaller novabombs, and is more vulnerable to energy weapons. None of these have any evidence, so "arguing" them would be useless. Instead I was merely making observations of how mechanics might work. However, I would still like to address the second part of your argument. Just because balancing the health pool of a novabomb would be difficult does not mean that it is impossible. If it is something that Bungie thinks they can do, they would do it. And I do believe they've found a good way to do it. If you continue to watch the IGN Podcast video, you will see that they discuss the novabomb breaking up into smaller pieces even once it has been shot. This would mean that even if a guardian is a large length of the map away when the super is fired, and they "shoot it down" with an energy weapon, it will still break into smaller pieces and do SOME damage. However, the use of any super is also balanced by how far away you are when you use it (as pretty much every super is more effective at close range unless it has an extraordinarily long animation) so being at mid range and greater personal risk would likely mean that your novabomb would succeed in striking, whereas being at a further range would be less risky personally but more risky for your super. It's all balance, and it's not impossible to balance in the slightest.

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