Flamethrower
FocusedWolf
Join Date: 2005-01-09 Member: 34258Members
<div class="IPBDescription">AVP3</div>Someone... developer... anyone...
PLEASE assure me that the NS2 FLAMETHROWER won't be as nerfed as the one in AVP3!!!!!!!
I swear that weapons alt-fire is just to make some small CAMP FIRES!!! to light the room... the primary fire mod is just for attracting things that want to kill you!!!
NS2 flamethrower will dominate yes??? it will be the ultimate in support weapon? (and by that i mean if their's a bunch of enemies then i'm atleast guaranteed they will be set on fire screaming and running and dieing yes???)
See video in my sig... it's been there for a long time for a reason (to raise public awareness of the possibility of totally nerfed flamethrowers in NS2... something i'm strongly against btw :P)
PLEASE assure me that the NS2 FLAMETHROWER won't be as nerfed as the one in AVP3!!!!!!!
I swear that weapons alt-fire is just to make some small CAMP FIRES!!! to light the room... the primary fire mod is just for attracting things that want to kill you!!!
NS2 flamethrower will dominate yes??? it will be the ultimate in support weapon? (and by that i mean if their's a bunch of enemies then i'm atleast guaranteed they will be set on fire screaming and running and dieing yes???)
See video in my sig... it's been there for a long time for a reason (to raise public awareness of the possibility of totally nerfed flamethrowers in NS2... something i'm strongly against btw :P)
Comments
No. Being horribly overpowered is just as bad as being horribly underpowered. Golden Mean.
THe flamethrowers primary task will be clearing dynamic infestation (This assumes, that DI will grant boni to aliens and thus removing DI during and before battles seems like a good idead).
It will ignite aliens for 10 seconds and cancel health regeneration. However in order to kill a skulk you need to directly engulf them in flames for at leat 5 seconds. Fade 15 seconds and Onos 30 seconds. This would make the flamethrower a good support weapon, but would completely rule out ramboing with it.
THe flamethrowers primary task will be clearing dynamic infestation (This assumes, that DI will grant boni to aliens and thus removing DI during and before battles seems like a good idead).
It will ignite aliens for 10 seconds and cancel health regeneration. However in order to kill a skulk you need to directly engulf them in flames for at leat 5 seconds. Fade 15 seconds and Onos 30 seconds. This would make the flamethrower a good support weapon, but would completely rule out ramboing with it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can live with those kill rates but the 5 seconds for skulk thing seems a big long... maybe 2.5 seconds would be more appropriate? I mean their the size of a turkey or small dog. Also this is assuming that if you spray napalm on their eyes that they have some disorientation effect :P
then again, has it been confirmed a flamethrower will be in ns2? tf2's is the only I can think of that is almost done right
Maybe this can be balanced out that the marines will have trouble to see and coordinate themselves while someone with a flamethrower is burning everything down, so the flamethrower can be picked easy by an ambush and has to be protected by his teammates.
If you've played AVP II the Flamethrower wasn't too powerfull, but as an alien you died most of the time even if you killed (that happened almost always to the marine) your opponent and this would be the wrong way to do it. If you kill your opponent you shouldn't die, because you tried to kill him and if he kills you, you shouldn't be able to kill him in return.
This is ofcourse only true in some scenarios, but a balanced supportive Flamethrower that is usefull for clearing DI and maybe cleaning out potential ambush spots like vents.
Yeah let's have a 10feet flamethrower with 100 damage, lol!
Anyways: If i remember correctly, there will be a volumetric flamethrower with a main task to clear out vents. It will hopefully just be a situational weapon with handicaps (low fuel, refueling 10 seconds at an outpost or likewise)
sneak up on marine carrying flamethrower
bite the backpack
....
PROFIT!
(of course this is exaggerated hollywood-crap since it would normally just leak napalm or whatever)
I mean flamethrowers are the ultimate close range weapon, they have a wide spread, they blind the enemy, cause prolonged damage, and have unlimited ROF.
You can sweep a flamethrower across a corridor and kill everything in it.
Either the flamethrower is a complete god of combat or it's going to be weak, basically either it can stop and enemy before they get to you or it can't, if it can it's OP and if it can't it's too weak.
Making it more a tool than a gun seems to be the only real way of having it be useful but not OP.
bite the backpack
....
PROFIT!
(of course this is exaggerated hollywood-crap since it would normally just leak napalm or whatever)<!--QuoteEnd--></div><!--QuoteEEnd-->
Imho that's not that bad of an idea.
Give backpack a chance to explode, if the marine has 0 armor and an alien is hitting it with bite/slash (high damage weapon).
"Cornmandor get us retarded pls k thx!!"....
Level 1: "Flamethrower" is a propane torch... it's actually the alt-fire for the welder!
<img src="http://tzenger.files.wordpress.com/2009/03/blow_torch.jpg" border="0" class="linked-image" />
Level 2: "Flamethrower" is a portable weapon like so:
<img src="http://www.screamingmonkeys.com/Aliens/flamethrower.jpg" border="0" class="linked-image" />
Read last line of the description (which brings us to level 3):
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->M240 Flamethrower- in use by the USCM, is a lightweight, carbine style flame-thrower which uses pressurized, ultra thickened napthal fuel as a base and ignited by a nozzle burner. The M240 can fire a burst of flame at targets up to 30 meters away. Once a target is hit, fuel droplets will remain on the target for about 30 seconds. However, the M240 is vulnerable to small-arms fire, as the fuel reservoir is known to explode violently when hit. <b>The unit can be refueled by canisters or a connection socket in the that can be hooked up to a main supply or backpack</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Level 3: Uber badass mode... backpack fuel supply (great design because it's the same weapon model used twice, just a hose instead of the underside fuel tank to provide more fuel and longer streams! :P)
<img src="http://static.hometheaterforum.com/imgrepo/8/89/htf_imgcache_40503.jpeg" border="0" class="linked-image" />
btw the grenade launcher should have a choice of napalm/moltov rounds... that would be suitable for a level 1 flamethrower mode instead of a welders alt-fire :)
A great alt-mode for the lvl 2/3 weapons can be you flood an area with napalm + the combustible carrier... then when a few onoses come roaming through.... light that ###### up with even a pistol round (they fire incendiary ammo so it will work :P) ... BOOM!!! instant fuel-air explosion + napalm fire from hell = onoses launched in the air, with some disoriented ones rolling in the flames and a bunch of marines laughing their asses off xD
don't you wish NS2 was fun like that... instead it will be a bunch of ppl from england talking and aliens just walking around like it's a role playing server... yep i bet avp3 will look more fun then ns2... prove me wrong devs... prove me wrong xD
Yep, but not only on the marine side... Just try and come up with a good counter to this overpowered Onos exploding weapon you are suggesting and it might be a good idea. Fact is, a realistic flamethrower in a game environment is only fun for the one using it and his team...
When you shoot, you absolutely can not see a fudging thing in front of you. Perfect time to flank from that vent as a Skulk or swoop in for the Kill as a Lerk or Fade(I hope he gets his old teleport blink back).
You can go with one of two setups.
Strong initial damage(when you are actually being hit by the flames), and very weak afterburn. The flipside for the other variant.
Which works best for NS2 can only be determined by <b>PLAYTESTING</b> the game. Yes the third option is to have a middleground of initial damage and afterburn, but that is very hard to achieve.
Along the same lines as that... it wouldn't be realistic if something like a fade or skulk or onos could walk right up to your face (while your hosing them)... however if they were in flight... then their mass will continue to fly at you... while also causing them severe damage [assuming that the closer an alien gets to the business end of the weapon, the greater the damage is to them]. It could also be added in as a joke feature that we say the amount of force from the fuel stream is powerful enough that a skulk flying at you would be deflected to the left or right (while set on fire... leaving smoke trail... hopefully ns2 aliens scream in pain or something) :P
... So for any creature that is just walking up to you... it should be like your spraying them with a fire hose (no pun intended lol)... so even if it's not instant kill... it does prevent them from closing the distance [providing you keep the fire centered on them] (and the closer they get, the greater the damage dealt per second)... so they can choose to leave or die :P
... So for any creature that is just walking up to you... it should be like your spraying them with a fire hose (no pun intended lol)... so even if it's not instant kill... it does prevent them from closing the distance [providing you keep the fire centered on them] (and the closer they get, the greater the damage dealt per second)... so they can choose to leave or die :P<!--QuoteEnd--></div><!--QuoteEEnd-->
no. in a game like this the movement of a player must always be in their hands. its frustrating to have your character doing things you didn't tell it to do with mouse/keyboard input.
...on the other hand, then we're opening up a whole new can of worms...
my random ideas are
Why don't we give alien like a new upgrade. Give them an upgrade that fire do less damage to them.
Or
Since, lerk will has spike (from what i read ages ago, not very sure) it can just shoot the tank and make it leaks gas.
If the flame thrower was very expansive (shoot into a vent and the whole thing pretty much lights up) it would help marines feel more confident about whether or not things are in there, or just smoke things out.
So rather than being a killing machine the flame thrower could easily be a very useful tool in "herding" the khaara in and out of things.
As of their firepower, I definitely do think they should do decent damage. They are ###### flamethrowers for god sakes.
This could be balanced by several things like cost, fuel, etc. (and the mentioned ally damage is disadvantegous as well)
Also, flamethrowers aren't really effective vs fast moving units(assuming direct damage is low). How would you be able to kill a leaping skulk?
As long as the friendly fire is uniform. I don't want my flamethrower hurting my allies if my bullets are just going to ping off them.
If emptying a machine gun point blank into an ally does zero damage, I'm sure the devs can come up with a plausible explanation for a flamethrower not doing friendly fire damage. Something like
"<i>The TSA introduced the Mark 4 Standard Personal Armour in 2203, shortly after the introduction of flame weaponry to the TSA arsenal. Aside from improvements in weight reduction and mobility, the main difference between the Mark 4 and previous versions of armour was the inclusion of new generation nano-fibres capable of withstanding intense heat, thus allowing for safe operation of the aforementioned flame weaponr</i>y".
The point here is that I'd be surprised if the devs changed one of the main rules of NS and allowed friendly fire, regardless of how much sense it might make.
Errm, actually there was friendly fire in ns1... serverside option but off by default. No idea what you mean with main rules not having FF in this game.
Also if the marines could develop something against the intense heat, like I said on page one, why couldn't the Khaara do the same... Heck we even have lifeforms that can withstand intense heat on this very mudball we call Earth...
Make it an upgradeable from the defense chamber or maybe a purchasable upgrade made by the alien commander... Pushing the flamethrower back to what it's probable intended role is, clearing out lowlevel bacteria infestation growth and perhaps buildings. While only damaging unevolved Khaara and doing less damage on the "retar<i>d</i>ed" Khaara :P
If the marines dont have HA yet and run around with a flamethrower - you need around 2 fade hits 3 skuls bites - or less if you got some good lerks poison spray them... no alien will be onehit dead against a flamethrower...
The flamethrower also has ammo and thats how you balance it... low ammo(waste it on aliens or on the infestation locking down your room) or an overheat brings fast balance(same with the nadeluncher)... and dont forget skulks got leap at START.
Lategame its even better - you got onos vs ha(exos) 1guy less that can shoot the onos at range - onos stomp - aliens kill.
You think only one way, i dont see a problem with flamethrowers.
Also the realism spacestation/air thing... we got pretty usable airfilters yet in rl(and even got a working biosphere <a href="http://www.b2science.org/)" target="_blank">http://www.b2science.org/)</a> - ns is in a future para-universe. There are maps on planets with enough air, and spacestations with good enough airfilters or biospheres.