<!--quoteo(post=1874769:date=Sep 14 2011, 07:55 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Sep 14 2011, 07:55 PM) <a href="index.php?act=findpost&pid=1874769"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or at least allow the crag/gorge heal to put it out.<!--QuoteEnd--></div><!--QuoteEEnd-->
It frustrating geting tuched for 0.01s by rhe flame and then burning for 10 seconds or more.
2 ways that it could be maybe better: •set a fix burning time •set a burning time between 1 to 10 second depending on the time you get burned (1-4 secs).
<!--quoteo(post=1874758:date=Sep 15 2011, 12:14 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Sep 15 2011, 12:14 AM) <a href="index.php?act=findpost&pid=1874758"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please please please, make the burn time from the flamethrower a fixed time. The random burn time is so frustrating as both alien and marine.<!--QuoteEnd--></div><!--QuoteEEnd--> ah I was wondering why I occasionally didn't go out while I was standing right next to a hive. Heal should put it out faster..
<!--quoteo(post=1874784:date=Sep 15 2011, 01:36 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Sep 15 2011, 01:36 AM) <a href="index.php?act=findpost&pid=1874784"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorge healing puts it out.<!--QuoteEnd--></div><!--QuoteEEnd--> Though it doesn't seem to work 100% of the time.
<!--quoteo(post=1874779:date=Sep 14 2011, 07:49 PM:name=player)--><div class='quotetop'>QUOTE (player @ Sep 14 2011, 07:49 PM) <a href="index.php?act=findpost&pid=1874779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed, the competitive-scene in particular will not take kindly to randomness (in any way, shape or form).<!--QuoteEnd--></div><!--QuoteEEnd--> I could not agree with you more! I rarely see flamethrowers in scrims, actually, last night 156 used them for the first time.
They aren't all that useful in competitive play as they cost a lot of res and make you an easy target for lerks/fades.
There have bren times though where I was barely touched by the flame and almost had full health and it would of killed me unless I was sitting by the Hive (as a Lerk).
I can't think of any positive things that a random burn duration adds to the game. A scaled burn time sounds the most reasonable. Consider having the burn durations from multiple flamethrowers stack on a single target. Having a second flamethrower in a squad could be viable tactic then.
Additionally, I'd like to see the afterburn damage calculation modeled similar to the gorge heal. Against players, it should use a base amount + a percent of the target's max health. Against structures, it should use a high damage multiplier (5-6x) of the base damage.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1874834:date=Sep 15 2011, 07:14 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 15 2011, 07:14 AM) <a href="index.php?act=findpost&pid=1874834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Though it doesn't seem to work 100% of the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's exactly 50%, but I'm not sure if I remember correctly
Comments
This
Or at least allow the crag/gorge heal to put it out.
+1
It frustrating geting tuched for 0.01s by rhe flame and then burning for 10 seconds or more.
2 ways that it could be maybe better:
•set a fix burning time
•set a burning time between 1 to 10 second depending on the time you get burned (1-4 secs).
But not RANDOM.
ah I was wondering why I occasionally didn't go out while I was standing right next to a hive. Heal should put it out faster..
Though it doesn't seem to work 100% of the time.
I could not agree with you more! I rarely see flamethrowers in scrims, actually, last night 156 used them for the first time.
They aren't all that useful in competitive play as they cost a lot of res and make you an easy target for lerks/fades.
There have bren times though where I was barely touched by the flame and almost had full health and it would of killed me unless I was sitting by the Hive (as a Lerk).
Additionally, I'd like to see the afterburn damage calculation modeled similar to the gorge heal. Against players, it should use a base amount + a percent of the target's max health. Against structures, it should use a high damage multiplier (5-6x) of the base damage.
I think it's exactly 50%, but I'm not sure if I remember correctly
Really needs to be a fixed time.