No I'm not. Homing Missiles and Super Missiles have very different functions and situations for which they are useful. Bombs also have specific uses and techs but a more powerful version of them would essentially be almost exactly the same as regular bombs - just more powerful - and I don't see the point in that.
"Just more powerful" has LOTS of implications in this game engine's landscape of physics and mechanics than just damage racking.
It's the difference between 4 frame hitstun vs actual knockdowns that lead into tech chases. It's the difference between negligible hitstun in the air vs sending someone into airborne
tumble giving Samus the chance to follow up with aerial strings. More damage also allows for entirely different mind games since people WILL have to respect the stronger bombs more. A juggled Samus can drop a strong bomb that will cover her landing with an actual threatening hitbox that the opponent will have to respect. They can be used offstage as a proactive edge guarding move that can actually be threatening near the blast zone, therefore actually forcing opponents to airdodge or to recover higher/lower. This is a technique that can then be used to force them into a predicable recovery that can be exploited with a waiting CS or Dair spike.
This is what the meta is.
You can't just say, "giving this move an entirely new angle with new properties and functions does not and will not ever have any use in any situation against any opponent on any stage ever." That's asinine.
How many times do players see a new move or a new character and think a move is utter trash, only to be blown away by clever and creative utility of the move later in the meta?
In fact, I think they'd be less useful. If you have to take some time to charge them before release, you're making yourself immobile to release a bomb that presumably would take a further extra second to detonate anyway. Such a move just takes too long and is too telegraphed to be useful. And the extra knockback makes it even more useless since it doesn't have any setup potential and as a spacing tool, Super Missiles do the same job but better since they can travel across the stage. Power Bombs would just be redundant.
You're making pessimistic assumptions about things I never said, or even things I actually said would be different.
A charged stronger bomb will take longer to detonate? No, they'll still explode on contact. Why wouldn't they? In fact, even if they do have a longer timer if no one touches them, that gives you more AoE stage control for that extra time it's out in the field. See above, it's akin to C4, Link's Bombs or the Lloyd Rocket trap. Except they
still explode on contact.
"Takes too long to charge"? How long exactly? I gave a range from 5 seconds all the way down to two frames. TWO FRAMES.
That's too long? You don't think you could pick a charge time between 2 frames and 300 frames that would be a good balance? There are tons of moves that already employ this mechanic perfectly.
Also, like I said above, extra knockback can send people at any angle the devs want. It can even be set knockback at the combo angle we lost from her Smash4 Dash Attack. This knockback could even send them straight up and true combo in Uair > Uair > Screw Attack. Is that knockback useless with no setup potential?
If you make it chargeable like a charge shot rather than a smash attack, then the move becomes broken because it'd be like you're walking around with a second charge shot that's weaker and stationary but just as threatening.
Not chargeable like CS. Chargeable like Greninja's water shuriken, or Ike's Quick Draw, or Zelda's Phantom. Chargeable but not store-able.
Press and release Down B like you already do to get the normal weak bombs you worship; those aren't going away. Or Press and hold Down B for up to X-number of frames and then release to drop a variably stronger bomb.
You want a bomb that only knocks them down for a tech chase? Release B sooner. Want a stronger bomb that pops them up for an Utilt follow up? Release B later. The point is, you have more options.
More options is never worse unless the character becomes technical for you. If that's the case, go play Little Mac.
And if you make them work like her missiles do then the newbs would spam Power Bombs all day while the experienced players would almost never use it because, again, it has no setup potential and Super Missiles would do the exact same job but better.
I already described the setup potential in detail with multiple options depending on the variant in the above quote response. Options are options. Pro players don't use a lot of moves characters have, but they're used at lower levels of play. Then visa-versa. Some pro players use moves other pro players don't use. Having more options rather than less options is good, and allows player personalities and styles to show through in their play while also keeping characters themselves from being one or two dimensional.
And noobs spamming good moves is nothing new and nothing specific to Samus. Noobs spam PK Fire, Mega Man's Leaf Blade, Fox Illusion, Kirby's Sword Cutter, etc, etc. You can't stop that, and good players always find a way around spam.
This is a non-factor.
And if you have the multi bomb drop as an alt then you get too much reward for the risk. It's easily spammable. The move would be too good.
Again, you can't conclude that the move would be too good without knowing all the factors. How long did you have to charge it to get it to the point of a multi-drop? Did the bombs just fall and spread out on the ground, or did they also pop up in the air? How strong is each individual bomb? If you have to charge it for 60 frames, how is it spammable? If a move does appear to be too good, why is that? too much knockback growth? Too much hitstun? Too much shield damage? Too little startup / endlag? Find that factor and dial it back.
These are the variables that can be modified to control the balance of the move, just like any move.
What makes her bombs balanced is that they are weak. There doesn't need to be a better version of them.
Scroll up and look at my list. Bombs actually have three limitations working against them in the name of "balance".
You guys have made a case for why Samus' Bombs aren't bad, but the descriptors being used in here are "They're OK", "They work well enough". "They're good for the two things they're meant for.", etc etc.
I'm saying they could go from being "meh" to being one of her best moves, without breaking lore and without straying from her technical setup nature and not making them broken by keeping them from being outright KO moves. You just need to think less pessimistically and more creatively.
If we want Samus to be better, buffing her bombs is not the way to go. I'd start with making her jab combo a true combo, give her a decent killing throw or make her down throw a decent setup again, or make her down tilt a killing move again. Maybe even give her back her sex kick.
EDIT:
At the risk of straying off topic to reply to this last quote, Samus' BackThrow kills at the edge now and UpThrow now kills from platforms. Dtilt also KOs better than it did in Smash4; around 140+%.
Jab 100% needs to be fixed though. There's even a Tip in the menu that talks about how her jab doesn't work and advises the Samus throw a sucker punch and then flee, as if they're mocking us after intentionally breaking our move. WTF