Why not have them simply explode if the player is within the AoE range?
The idea of them having to get right next to the player to do their thing is likely to be a rare occurrence, I should think. Anyone that's gotten at all good at the game probably isnt allowing ANY bots to get THAT close to them, unless they're stealth-walking up to something to virus them.
I would be against this as well. I tend to let them come close to stun them and use them as booby traps later. All; I would like to do is introduce some danger to this strategy where there is currently none. Sure if you can you will never let them that close, but depending on the number of other targets of immediate danger you might be forced to
...
I let BombBots near me all the time. I also ScienceExo them into very convenient boobytraps. But having them explode once they are in range is not ideal. Often a BombBot is near other bots initially. Having him explode when someone is in range is an easy way to get an ammo-free explosion using a NinjaExo and take out a ton of other bots. Often, if I need to shoot the BombBot a few times the other bots will be out of position, so getting an immediate explosion is a plus.
This.
To make BombBots tougher it is probably easiest to start by making them immune to other BombBots (they already don't explode when dying to mines). I had a chain reaction Firefight mission that wiped out all but 4 bots (on expert btw) on the first turn. Next I'd probably have them wait until they got up next to a player before exploding. Waiting for close proximity makes it harder to maneuver them into other bots, largely because the other bots can shoot you before they get into range of the BombBot sitting in your lap.
If that gets done I'd change my Misery special bonus for BombBots to "cannot be immobilzed" since that's the easiest way to abuse them.
I would be more inclined to keep them being vulnerable to each other for the sheer fun of it and reduce their frequency significantly on higher difficulties by raising their PITAR with difficulty instead. Maybe Keith could even realize a hard limit for certain bot types per mission to prevent high PITAR BombBots from replacing
all the !!fun!! stuff in a mission.
The same goes for not being able to immobilize them at all. That's a tad too much for my taste. How about either making them shake of immobility after 3-5 turns or simply increasing my proposed trigger range from 0 to 1? That way even passing by BombBots could get
interesting on Misery...