Flamethrower Gameplay Suggestion

DarkhandDarkhand Join Date: 2002-11-01 Member: 3012Members
Hey All,

I know it's still kind of early because it's just a beta but I went up against one of these and it was pretty over powered. I'm not going to talk about damage numbers here because I think the damage output is actually correct. But I wanted to talk about the flamethrower should be able to harm it's wielder. Via at least two methods I can think of

#1. If you are running forward while firing it should have a chance to burn you since you would be walking into the flames.
#2. If you are directly next to any object you should have a chance to get burned depending ont he angle you are aiming at of course.



Flame throwers are awesome weapons, but they are made to be used with care. Imagine the following scenario in two ways:

A marine is taking down a hive and he's

Jumping up and down and running around the hive in circles a point blank range spraying the flame everywhere and also killing aliens
OR
Standing back from the hive and dousing it in fire from a distance.

I think everyone would pick latter scenario. In my opinion not only does it feel more realistic it makes the flame thrower seem much more ominous because it's wielder is respecting it.

Let me know what you guys think.

Comments

  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    How about it just slows down the wielder.
    like the chaingun in TFC and TF2

    when fired you walk as slow as someone trying to hold an egg in their butt cheeks while walking.

    Then it would become more of a support role instead of everyone running around with a flamethrower torching everthing.

    When traveling and keeping up with the troops fast movement a pistol could be kept out.
    Once in a fight the flamethrower could be out and burning stuff although the user would need his back protected.

    On a side thought...
    It would be soooo cool if you bit or slashed the right spot on his back the guy with the flamethrower exploded.

    Finally I do think it needs to be tweaked.
    In games that were give and take (both sides decently skilled) the flamethrower meant instant death to all aliens.
    Games that showed the potential of fun in NS2 (build, destroy, build, destroy) ended when the marines acquired flamethrowers.
    It's either the cone of effect, the burning rate, or the damage...i'll leave it to devs to figure it out they have to have noticed it.

    peace out and tingling for the next patch
  • DarkhandDarkhand Join Date: 2002-11-01 Member: 3012Members
    <!--quoteo(post=1812541:date=Dec 2 2010, 07:26 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Dec 2 2010, 07:26 PM) <a href="index.php?act=findpost&pid=1812541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about it just slows down the wielder.
    like the chaingun in TFC and TF2<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree this would be a good solution. In my opinion though forcing people to walk just makes it that much easier to be a very deadly weapon.

    I think we should leave error to be on the human side, let them torch themselves if they want. I'd understand if they used your suggestion and I wouldn't fight it either though. I just like my idea more :P
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    I would also like some kind of fuel tank that, if hit from behind, would cause the user to catch on fire WW2-style. That way the flamer-wielder would need cover from his mates.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree on slow whilst moving. Not only would it give a little balance, but would look a lot cooler.

    Nothing worse than seeing a marine doing 360 spins when Skulks attack :/

    Then it could actually be a proper flame-thrower and ignite the whole hallway - but then you'd be screwed if someone got you from behind. Not literally.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    edited December 2010
    Side note: If marines harm themselves by walking forward into their own flames, there should be a button they can press to walk at the exact perfect speed to not burn themselves for ease of use (because they are just going to optimize anyway, might as well make it simple).

    I don't think marines running and hurting themselves is realistic since the flamethrower is spitting out flames so fast a marine would never be able to walk quickly forward to feel the heat which is moving away from the marine. So this feature would only appear when marines are flying around with jetpacks very quickly. Which is coolio if we want realism.

    I like the idea of burning yourself if you flamethrower an adjacent wall. Makes sense. Kind of like how shooting yourself with a grenade hurts you. Also make sense (and it used for balance). Now, I'm all for realism when it's easy to implement and all that. Lots of little details add up to the big picture feeling of immersion and willing suspension of disbelief and all that.

    Addition:
    I'd like to expand the self-damaging to using the flamethrower on anything adjacent. So if a fade is up in your grill, knocking down your hizzle and you blast it with flames because you're a badass space marine who can do things like that, you'd also get burned because the hot gas is coming back at you. Same deal if you decided to blast a structure and you were right next to it.

    It's the same as how the grenade launcher is going to work. If you launch a grenade and it explodes on a crag right next to you, you get hurt too.

    Does this sound like a good addition? Balanced? Realistic (I know nothing of flamethrowers except their basic function)?
  • DarkhandDarkhand Join Date: 2002-11-01 Member: 3012Members
    <!--quoteo(post=1812554:date=Dec 2 2010, 07:54 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Dec 2 2010, 07:54 PM) <a href="index.php?act=findpost&pid=1812554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Side note: If marines harm themselves by walking forward into their own flames, there should be a button they can press to walk at the exact perfect speed to not burn themselves for ease of use (because they are just going to optimize anyway, might as well make it simple).

    I don't think marines running and hurting themselves is realistic since the flamethrower is spitting out flames so fast a marine would never be able to walk quickly forward to feel the heat which is moving away from the marine. So this feature would only appear when marines are flying around with jetpacks very quickly. Which is coolio if we want realism.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You may be right I've never used a flame thrower before and I'm not sure if this one is purely gas based or if it is liquid based (seems to be liquid because even if it just touches you , you light up.) If it's liquid/gel based it's probably pretty hard for you to run into it. If it's more of a gas base then it just forms a cloud of flame infront of you where if the wind blew at you the wrong way (or you moved forward) you'd probably get burned.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I like the idea of burning yourself if you flamethrower an adjacent wall. Makes sense. Kind of like how shooting yourself with a grenade hurts you. Also make sense (and it used for balance). Now, I'm all for realism when it's easy to implement and all that. Lots of little details add up to the big picture feeling of immersion and willing suspension of disbelief and all that.

    Addition:
    I'd like to expand the self-damaging to using the flamethrower on anything adjacent. So if a fade is up in your grill, knocking down your hizzle and you blast it with flames because you're a badass space marine who can do things like that, you'd also get burned because the hot gas is coming back at you. Same deal if you decided to blast a structure and you were right next to it.

    It's the same as how the grenade launcher is going to work. If you launch a grenade and it explodes on a crag right next to you, you get hurt too.

    Does this sound like a good addition? Balanced? Realistic (I know nothing of flamethrowers except their basic function)?<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is exactly what I'm saying, probably fleshed out better.

    If an Onos charges you and you are wielding a flame thrower you have to try to get behind him or beside him because if he keeps coming at you you can't fire at him because you'll burn yourself. It makes the weapon tactical and allows it to do a lot of damage. Instead of nerfing the damage and making it weak
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1812554:date=Dec 2 2010, 07:54 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Dec 2 2010, 07:54 PM) <a href="index.php?act=findpost&pid=1812554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Side note: If marines harm themselves by walking forward into their own flames, there should be a button they can press to walk at the exact perfect speed to not burn themselves for ease of use (because they are just going to optimize anyway, might as well make it simple).<!--QuoteEnd--></div><!--QuoteEEnd-->

    The "walk" button should be perfect for this :)

    Tho it will probably be easy to counter the hurt-effect by strafing while flaming away.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    You know i hope they will improve the flamethrower's animations later on. The best flamethrower I've ever seen was in Return to Castle Wolfenstein, it just felt awesome and it also did what you guys are suggesting here, for example if you are too close to a wall or your target and you shoot, you will also get hit by the flames, they kinda deflect off and hit you. Or if you shoot and run you also hit yourself.

    Here's a link that shows the mechanics of it:
    <a href="http://www.youtube.com/watch?v=HVVXKlohRgg&feature=related" target="_blank">http://www.youtube.com/watch?v=HVVXKlohRgg...feature=related</a>
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Another gameplay suggestion would be if you're flaming ventilation systems, that the flame follows the path of the vent. So this makes it easy to take out skulks or lerks who are hiding in them.

    I remember the devs talking about flachette rounds for the shotty which would do ultimately the same thing, but I don't know if those are still planned.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    RtcW flamer is still the best one in FPS land...
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--quoteo(post=1812598:date=Dec 2 2010, 05:32 PM:name=Crispix)--><div class='quotetop'>QUOTE (Crispix @ Dec 2 2010, 05:32 PM) <a href="index.php?act=findpost&pid=1812598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another gameplay suggestion would be if you're flaming ventilation systems, that the flame follows the path of the vent. So this makes it easy to take out skulks or lerks who are hiding in them.

    I remember the devs talking about flachette rounds for the shotty which would do ultimately the same thing, but I don't know if those are still planned.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is actually a really cool idea.
  • DarkhandDarkhand Join Date: 2002-11-01 Member: 3012Members
    <!--quoteo(post=1812600:date=Dec 2 2010, 10:42 PM:name=Cerebral)--><div class='quotetop'>QUOTE (Cerebral @ Dec 2 2010, 10:42 PM) <a href="index.php?act=findpost&pid=1812600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is actually a really cool idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree plus having it for anything other than the flame thrower would be kind of OP in my opinion. Skulks and what not NEED the vents. If you got all out with the flame thrower (as we have suggested it at least) it has some draw backs to it as well. But this would be a great benefit.

    If anyone with a gun can get some special ammo and pop it into a vent I think it would ruin the game for our creepy little friends.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    "The heat is moving away from the marine"

    Back to school laddy.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'd rather see the flamethrower have a cooldown time. For example, for each second of use, you need a second of cooldown, with a cap of 10 seconds of continuous use (followed by a 10s cooldown). While self-damage would be natural for the grenade launcher, it just seems silly for the flamethrower.
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