Natural Selection 2 News Update - The Flamethrower

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  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    That is one kickass flamethrower...

    And realising it's a WIP and as many have mentioned the particles effects needs some work but still looks great for a first release.

    As for the secondary fire function, have the flamethrower spray unlit (eg pilot flame is turned off) fuel that sticks on world, structures and players. And after you have sprayed the fuel, tapping alt fire will cause the specialized nanites intermixed with the fuel to ignite all the sprayed fuel instantly, thus creating a firebomb (laying of traps comes to mind). So Holding alt-fire sprays fuel, tapping alt-fire ignites any sprayed fuel.

    If the sprayed fuel is somewhat persistant, you could spray a line all around a corridor (floor, walls, ceiling) and if infestation comes creeping, trigger the flame and cut the infestation off.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1800491:date=Oct 1 2010, 12:57 PM:name=Groxx)--><div class='quotetop'>QUOTE (Groxx @ Oct 1 2010, 12:57 PM) <a href="index.php?act=findpost&pid=1800491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Animation-wise, I really think this needs less of a wild flail and more of an attempt to put the fire *out*.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree to this somewhat. I was thinking the "wild flail" is common for the panic and pain caused by fire, maybe if the animation was slowed down by say...20% it would be a bit more realistic as far as the visual weight of the organic structure. but then again we can only speculate on how much of the mass is muscle but physics of nature usually say a heavy mass is slower to change direction. think of it as applying the laws of inertia to a bowl of jello. With the speed it is currently animated make me visualize a bowl of worms on a vibrating bed.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I dunno, man. If <b>you</b> were set on fire, you'd be wildly flailing and running around.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    The new hive animation is super creepy. Not sure if I like that or not.... keep it in for the next patch ;)

    When the flamethrower is being fired, the gun shakes in a choppy animation. Flame thrower looks good otherwise. The fire it shoots out looks fine.

    The volumetric flame issue was brought up. The placeholder is fine for now, but I wouldn't stick with it for the final game.

    Every thing else is a matter of number tweaking for damage, so I'd say you're all in the clear.

    :D
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Burns like hell freaking aliens hahahaha!
  • aliasWarlordaliasWarlord Join Date: 2010-06-09 Member: 71999Members
    THE BURNA IS IN !!

    I like the animations and how the marine equips it, if it will be volumetric it will be perfect! :D
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    <!--quoteo(post=1800498:date=Oct 1 2010, 04:31 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 1 2010, 04:31 PM) <a href="index.php?act=findpost&pid=1800498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree to this somewhat. I was thinking the "wild flail" is common for the panic and pain caused by fire, maybe if the animation was slowed down by say...20% it would be a bit more realistic as far as the visual weight of the organic structure. but then again we can only speculate on how much of the mass is muscle but physics of nature usually say a heavy mass is slower to change direction. think of it as applying the laws of inertia to a bowl of jello. With the speed it is currently animated make me visualize a bowl of worms on a vibrating bed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then again those tentacles are pure muscle, and if you've ever seen a squid flail it's tentacles or a snake move it's body I'd say it's perfectly within reason but I might agree on slowing down the animation a certain small percentage, not much tho.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Map looks great aswell.
  • ThrillseekerThrillseeker Join Date: 2007-04-10 Member: 60593Members
    My genitals exploded.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    Just like with the axe, I'm surprised at how well it came out.

    I absolutely love that the hive flails and screams when burned. The flailing animation needs some serious work, though. It looks pretty unnatural/unbelievable at the moment, even ignoring the fact that the tentacles clip into the ground. (I know crazy badass spacemarines shooting off flamethrowers and grenandes inside of space stations to fight off crazy bacteria-aliens doesn't scream "believable", but you know what I mean.)

    Now I want DI more than ever, so I can burn the ###### out of it. :D
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    <!--quoteo(post=1800491:date=Oct 1 2010, 03:57 PM:name=Groxx)--><div class='quotetop'>QUOTE (Groxx @ Oct 1 2010, 03:57 PM) <a href="index.php?act=findpost&pid=1800491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Animation-wise, I really think this needs less of a wild flail and more of an attempt to put the fire *out*. The resource building can roll around a bit, and the hive can try to beat the fire out. It would also serve to explain why the fire goes out of its own accord (if it does), and would point to a bit more intelligence in the buildings, which is clearly already there.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the flamethrower is shooting a burning liquid (as would make sense) then the fire on structures/players would generally be the burning liquid (unless they're highly flamable creatures, which I don't think many terrestrial ones are) which would burn out after time. That wouldn't make great sense for the initial fire doing most damage though.
    Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things.
    Maybe its all just nanites...

    I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(
  • meh`meh` Join Date: 2009-03-10 Member: 66691Members
    I love it, great work.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1800512:date=Oct 1 2010, 10:07 PM:name=SwampRat)--><div class='quotetop'>QUOTE (SwampRat @ Oct 1 2010, 10:07 PM) <a href="index.php?act=findpost&pid=1800512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the flamethrower is shooting a burning liquid (as would make sense) then the fire on structures/players would generally be the burning liquid (unless they're highly flamable creatures, which I don't think many terrestrial ones are) which would burn out after time. That wouldn't make great sense for the initial fire doing most damage though.
    Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things.
    Maybe its all just nanites...

    I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a game not real life, quote from my previous post:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I love what you are doing with the damage. Is that so you can give people more ammo so it does not run out so quickly, making it more useful for taking out Dynamic Infestation - that I am guessing it will be a lot more damaging to, and require you to spray round the room a lot. The ammo count didn't seem to drop down at all. If that is accurate, then I think this will be a really cool gun in the game.

    I hate it when you have flamethrower in most games, because their damage seems linked to their ROF, so they tend to run out very quickly. It also means it is not too overpowering, so a skulk could probably get in there and do some damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am guessing that is why the flamethrower had been given this high damage initial attack. It is a good thing.
  • Demented CarrotDemented Carrot Join Date: 2009-03-06 Member: 66648Members
    Zoidberg! Woop woop woop woop...
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1800518:date=Oct 1 2010, 02:25 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Oct 1 2010, 02:25 PM) <a href="index.php?act=findpost&pid=1800518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a game not real life, quote from my previous post:<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wait a minute, isn't the whole purpose of HD and physics to add more realism to games?

    Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.

    Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?

    Then the wife slaps the since back into them.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited October 2010
    Nice to see the progress. The gameplay design is still so incomplete that it didn't stand out from the generic multiplayer flamethrowers though. Hopefully the DI adds the needed uniqueness to it.

    Edit: Oh, and the hive tentacle effect seemed like a very nice detail even if it might need some polish later.
  • TagertsweTagertswe Join Date: 2010-03-04 Member: 70825Members
    Looking good.
    But a news update with a video of some gameplay without that terrible lag would be even more awesome :P
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    <!--quoteo(post=1800521:date=Oct 1 2010, 10:55 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 1 2010, 10:55 PM) <a href="index.php?act=findpost&pid=1800521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait a minute, isn't the whole purpose of HD and physics to add more realism to games?

    Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.

    Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?

    Then the wife slaps the since back into them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Think I read his post too quickly. I think I read it as 'the damage model is not accurate'.

    I'm all for the flailing and screaming btw.
  • SorelSorel Join Date: 2009-08-15 Member: 68498Members
    <!--quoteo(post=1800508:date=Oct 1 2010, 04:49 PM:name=Khaze)--><div class='quotetop'>QUOTE (Khaze @ Oct 1 2010, 04:49 PM) <a href="index.php?act=findpost&pid=1800508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Need a light?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ready to roast?
  • EyelessEyeless Join Date: 2010-02-01 Member: 70391Members
    i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.
  • The_RangerThe_Ranger So.Cali Join Date: 2003-01-27 Member: 12800Members, Constellation, WC 2013 - Shadow
    <!--quoteo(post=1800528:date=Oct 1 2010, 03:38 PM:name=Eyeless)--><div class='quotetop'>QUOTE (Eyeless @ Oct 1 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1800528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.<!--QuoteEnd--></div><!--QuoteEEnd-->

    QQ more. That's pretty much what all 100 of your posts are.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Looks good. But it looked a little silly that the egg in the beginning caught on fire despite never contacting the flame or ever near it really. The other effects are awesome though. Keep it up!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    >insert W+M1 remark here< <img src="http://members.home.nl/m.borgman/ns-forum/smileys/wink.gif" border="0" class="linked-image" />
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    it would be nice if structures didn't catch on fire immediately; so if you sprayed a small burst they would just smolder after you stopped firing. and it would be nice if you could ramp up the structures' wild flailing as they catch on fire over the course of 1-2 seconds.
  • J-Dogg_AZJ-Dogg_AZ Join Date: 2010-07-26 Member: 73067Members
    The sound I made when I saw this:
    "ooooooooooooooooooooooooooooooooo"

    LOVE the buildings reaction.
  • SorelSorel Join Date: 2009-08-15 Member: 68498Members
    <!--quoteo(post=1800528:date=Oct 1 2010, 06:38 PM:name=Eyeless)--><div class='quotetop'>QUOTE (Eyeless @ Oct 1 2010, 06:38 PM) <a href="index.php?act=findpost&pid=1800528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.youtube.com/watch?v=oArDFU_IESQ" target="_blank">http://www.youtube.com/watch?v=oArDFU_IESQ</a>
  • linfosomalinfosoma Join Date: 2009-05-28 Member: 67523Members
    There was a pixel on the wall with a wrong color, you need to redo the entire game, and add some DirectX 12 and volumetric occlusion potatoes. I dont know what they do but I was told that without them games are not fun.

    In all seriousness though, it looks amazing, specially the structure animations going into panic mode, somebody needs to tell them to duck and roll! lol
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Secondary Fire Idea:

    Have the secondary fire squirt something flammable on the ground. The flamethrower can then ignite the trail, creating a beautiful sci-fi wall of impenetrable napalm which the Kharra cannot cross without being set on fire themselves.

    Cheers,
    Cody
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