This would be difficult to distinguish in smoke though. A dreg bomber’s orange lights can be seen through smoke (to a degree) so having some unique glowing lights would be ideal.
Could have both tbh!
This would be difficult to distinguish in smoke though. A dreg bomber’s orange lights can be seen through smoke (to a degree) so having some unique glowing lights would be ideal.
Could have both tbh!
thats why i said “glowy” in the sense that it would shimmer through
Tox bombers also lack the positional audio indicator and the throw warning sound the fire bombers have. Fire bombers get a loud ping that indicates their direction and warn you the gernade is about to be thrown. Tox bombers only get that gurgling whoosh sound of the bomb flying through the air.
They also pretty much turn invisible once the gas gets going because 1) you can’t tag through gas 2) there’s no positional audio cue 3) the bomb trail gets lost in the gas.
I’m pretty sure the tox bombers get the pin ping, just not the repeatedly ticking primed projectile.
When i play shock troop gauntlet i never know is there 1 toxbomber or there 3 more.
Too silent for me
Quick! Someone make a montage of the mutant yodeling while tearing thru crowds with those “annoying orange” style lips!
Id do it but Im old and lazy
Its very difficult not to look at the tox bomber as a power creeped regular bomber. Its area of effect is bigger, it disrupts your vision a lot more, the audio is harder to notice, the tox bomber is harder to see, etc. I think it does similar damage too, or at least the damage tradeoff is too insignificant of a trade for what appears to be 3 or 4 times more area of effect.
Similar enemy, different role. I find them less of a threat than fire bombers as there are a lot more ways to play around the tox gas than just don’t touch it. Just don’t let them throw down too much tox gas or you risk being overwhelmed!
I like that players are forced to reposition, with plenty of (in)opportunities to get trapped on either side of the gas. Gotta think cooperatively – I had a moment recently where we were getting seriously choked by gas, but I laid down the Zealot Book and guided the team out of the poopstorm.
Vets can do similar with Shout, and Ogryns are tanky enough to weather the storm while fighting in it – or just long enough to pull off a clutch revive.
None of these gameplay opportunities are present to the same degree as just fire.
I agree with most of this. I think if they just did a decent dent to its AOE it would be perfectly fine but with the size of it, it can fill entire rooms and hallways in some places forcing you to fall back or push through with no idea of whats on the other side of the fog. With flame grenades the AOE is small enough you can usually go around it just adds area denial to complicate movement but tox bombers just say screw this entire section of the map.
An off-piste idea would be that the flamer could ignite the gas. It’d still do “tox” damage to friendlies, but it could also debuff enemies or stack burn ticks throughout.
Maybe overly complex, and not what’s intended I know.
At least tox bombers can actually miss their grenades. I like that detail, it gives some compensation for the sheer obnoxiousness of those guys.
I think Tox Naders are easier to stop since they won’t throw if you continue to attack them. Normal Naders on the other hand will drop the grenade. However, it’s not like I think they are a good addition to the game either. I don’t know why they added them in the first place. Just another grenader with different aoe.
These are the biggest for me.
It’s just doing too much
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