I like the changes personally as long as they are balanced. I'm seeing Flamethrower as a counter to infestation, smaller kharaa (skulk, gorge and maybe lerk) and as an effective AoE weapon. I think it should do small damage over time, and possible ignite the enemy for some time which a gorge can put out or water. If we are going to see armour on aliens, then it'd be good that it does less damage against highly armoured aliens and lots more damage on ones without armour.
If I have to run into a room without lighting where I hear aliens all over the place, I want to be the one carrying the flamethrower, spraying the room and filling it up with flames. It'd have 2 effects, lighting up the room and igniting aliens thus lighting them up, and inflicting damage to everything in the room, potentially forcing a retreat unless they had larger aliens there.
The GL in NS1 was far too strong vs skulks, gorges, and lerks... hell, even with carapace a lerk and gorge died to one or two direct hits, and the splash damage from 4-6 of them was more than enough to kill anything under a fade... a single weapon in the hands of two marines making three entire CLASSES of aliens unplayable is no good.
<!--quoteo(post=1731411:date=Oct 8 2009, 12:22 PM:name=Kleenex)--><div class='quotetop'>QUOTE (Kleenex @ Oct 8 2009, 12:22 PM) <a href="index.php?act=findpost&pid=1731411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Return to Castle Wolfenstein did the flamethrower justice<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed best one I've seen. Hoping the NS2 FT, takes that a step further towards 2009 and beyond.
It definitely has to be more than just a limited range, constant stream, high DoT weapon.
For example: *arching flame would be lots better than this straight forward cone stuff we see everywhere. *flames should last a least a bit where they land.
<!--quoteo(post=1731945:date=Oct 13 2009, 05:06 AM:name=kast)--><div class='quotetop'>QUOTE (kast @ Oct 13 2009, 05:06 AM) <a href="index.php?act=findpost&pid=1731945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->heres an idea....
flamethrowers have the ability to purify the air of lerk gas? basically just burns it out.
in all seriousness<!--QuoteEnd--></div><!--QuoteEEnd--> if there is propane gas around a person and u light a match near him, what happens?
for the flame vs grenade: easy solution.
Gl same mechanics as ns1
i dont think that the flame thrower should be an actual combat weapon. a kill with a flame thrower should be in par with a parasite kill. give the flame thrower short range .
they could always do something where the Aliens can produce some sort of upgrade, which makes them much more flame resistant. Which would allow flamethrowers to pwn them early on but then be practically useless against the lifeforms later on, and less dmg to the structures.
That could help even it out - but just a thought, probably won't be like that at all...
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1731977:date=Oct 13 2009, 05:15 AM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Oct 13 2009, 05:15 AM) <a href="index.php?act=findpost&pid=1731977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't you guys think the GL has been turned into an MG add-on to save time and money on modelling costs like the tazer?<!--QuoteEnd--></div><!--QuoteEEnd--> Maybe, but they still have to model the addon which, while smaller, still requires concepting and a detailed model to match the rest of the art style.
Comments
Return to Castle Wolfenstein did the flamethrower justice
<a href="http://www.youtube.com/watch?v=HVVXKlohRgg" target="_blank">http://www.youtube.com/watch?v=HVVXKlohRgg</a> (best vid I could find)
Cool isn't it ?
<img src="http://gregory.hrycaj.free.fr/autre/flamer.jpg" border="0" class="linked-image" />
If I have to run into a room without lighting where I hear aliens all over the place, I want to be the one carrying the flamethrower, spraying the room and filling it up with flames. It'd have 2 effects, lighting up the room and igniting aliens thus lighting them up, and inflicting damage to everything in the room, potentially forcing a retreat unless they had larger aliens there.
It definitely has to be more than just a limited range, constant stream, high DoT weapon.
For example:
*arching flame would be lots better than this straight forward cone stuff we see everywhere.
*flames should last a least a bit where they land.
flamethrowers have the ability to purify the air of lerk gas? basically just burns it out.
in all seriousness
flamethrowers have the ability to purify the air of lerk gas? basically just burns it out.
in all seriousness<!--QuoteEnd--></div><!--QuoteEEnd-->
if there is propane gas around a person and u light a match near him, what happens?
for the flame vs grenade: easy solution.
Gl same mechanics as ns1
i dont think that the flame thrower should be an actual combat weapon. a kill with a flame thrower should be in par with a parasite kill. give the flame thrower short range .
That could help even it out - but just a thought, probably won't be like that at all...
Go GL attachment.
Maybe, but they still have to model the addon which, while smaller, still requires concepting and a detailed model to match the rest of the art style.