flamethrower one man army

sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
edited December 2010 in NS2 General Discussion
<div class="IPBDescription">nerf them or get rid of them</div>what happend to the time when you had some respect from entering a hive. its not as deadly to hang around a hive location anymore as it used to be. in ns2 one single marine just walks into mordor and starts whacking eggs making it sometimes impossible to spawn there, before flamethrower tech alien offensive structures are kinda effective, but not realy, and the hive itself isnt really signaling "iminent threat" in fact its like a neon sign yelling "whack a mole", and as soon they show up with flamethrowers, a single marine without backup can hang around a hive like a kid in a candystore, setting the whole place on fire, just having to watch stuff go "splat". spawning there trying to drive them off makes them laugh i guess.. i laugh when i set these puny skulks on fire when they try to defend the undefendable..they go blind by the flames and hop around like retards before they die within seconds.
back in ns1 hive locations used to give me that paranoid feeling of getting backstabbed any second by some alien if im not quiet, and wait for the com to send me backup. in ns2 i just happen to to notice that theres a hive location "oh wow..what a silly place to have a hive.. lets poke it" its not as thrilling as it used to be

the damn hive has tentacles, let it use them like weaker whips at least or give it spore clouds. a place i dont really even want to get to close to it.

flame throwers, make them less of a fire and forget weapon against aliens and structures. you just swipe a room with a burst and everything takes damage over the duration of which it burns plus it has so much fuel that you dont really have to conserve ammo. you just burn that place crispy. i would say reduce flamer ammo, or make the flamer weaker at all, its already nerfing alien vision.


flame thrower =support weapon, not main strike force , see lerk /spores /umbra

use flamethrowers to do additional area damage/impair vision while marines with lmgs do the main damage

..just imagine jetpackers with flamethrowers right now, wth.. i hope they make the jetpackers only be able to carry lmg´s and shotguns
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Comments

  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    I imagine once DI makes it in the flamethrower will be the only thing that can effectively remove it even if there is a DI source nearby.
    Coupled with a fire-proof update for aliens or a general combat nerf of the flamethrower it will be more of a tactical-tool rather than a fearsome weapon. Much like the welder from back in the days.

    tl,dr: Flamethrower will change from weapon to tool once DI makes it in.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    I imagine even if it stays a weapon, it will be more expensive than it currently is. Weapons do need to be more expensive anyway, just to mix up the Marine gameplay. Prevent everyone going GL/FT all the time.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited December 2010
    Or you could balance it more like the shotgun, primary fire fires a short burst with cooldown which does good damage and ignites but has a shorter range than the shotgun, secondary shoots the regular stream for burning off DI and killing structures but with relatively poor damage against aliens.

    Would work basically like a shotgun except with extra utility purposes and a different damage type, as well as reduced range.
  • SatireSatire Join Date: 2010-11-19 Member: 75016Members
    Make it a lot more expensive.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1813336:date=Dec 4 2010, 04:01 PM:name=Satire)--><div class='quotetop'>QUOTE (Satire @ Dec 4 2010, 04:01 PM) <a href="index.php?act=findpost&pid=1813336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make it a lot more expensive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Which still makes it annoying to fight against and overpowered, you just hope nobody uses it.

    Balancing by cost is not a good idea.
  • kormendikormendi Join Date: 2003-05-26 Member: 16726Members, Constellation, NS2 Playtester
    If you can land a hit, fades are a pretty good counter at the moment. Flamethrower doesn't do much damage to a fade.
  • StormApanStormApan Join Date: 2007-06-17 Member: 61280Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited December 2010
    Having both grenades and a flamethrower is a bit over the top atm in endgame.
    But much will change!

    x DI as stated above, the flamethrower can be the primary weapon against it, maybe nerf damage it does to players and keep it as a anti-DI/building tool. On players it would be more of a support weapon like the lerk gas.
    x Onos isn't quite in the game yet....
    x more balancing to do

    Wonder if the exoskeleton and double miniguns still are planned tho.. :D
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I think we can clearly state from the usage of the Flamethrower IRL, it is the ultimate close quarter combat weapon. A role the Khaara used to have a monopoly on, it should do less damage on lifeforms I guess...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    You could also slow movement speed with it. Sprinting would allow you to get around but in combat you wouldn't be able to backpedal as much.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited December 2010
    <!--quoteo(post=1813261:date=Dec 4 2010, 03:40 AM:name=sheena_yanai)--><div class='quotetop'>QUOTE (sheena_yanai @ Dec 4 2010, 03:40 AM) <a href="index.php?act=findpost&pid=1813261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..just imagine jet packers with flamethrowers right now, wth.. i hope they make the jetpackers only be able to carry lmg´s and shotguns<!--QuoteEnd--></div><!--QuoteEEnd-->

    Real flamethrowers require a backpack to carry the fuel. That could make it incompatible with jet-packs. Maybe consider adding the visual of a fuel backpack to the marines that equip a flamethrower (whether or not they have the FT out at the time).

    This could also act a balancing factor. Flamethrowers, due to the backpack, are rather bulky, and don't allow for easy movement. Marines with flamethrowers could be slower and/or are unable to sprint (whether or not they have the FT is current upholstered weapon). This makes them rely on other marines to cover them, and they can't steamroll on their own.

    I don't mind the speed at which the flamethrower currently rapes skulks. It just the blinding visual effect needs to be toned down a bit more. At least give the skulks a chance to do SOMETHING.

    I also like the idea that a fade blinking should put out the fire. It would act as pressure valve to ensure that the flamethrower is not the end all assault weapon it is now.

    Another counter to think about is the lerks poison cloud. Maybe the compounds in the cloud quickly reacts with oxygen, suffocating the oxygen out of the air (one of the reasons its posionous), and rendering the flamethrower unable to fire while the user is inside the cloud. Either that OR an upgraded gorge heal spray where the gorge emits a AOE heal cloud, that of course heals all aliens around the gorge, and also continuously puts out fires.

    I believe the flamethrowers current damage is fine (we should wait for anti-fire armor upgrade to make final judgment). Flamethrowers are scary weapons, and they should be scary in game. Its simply that right now they are too useful for almost ALL situations...and perhaps too inexpensive.

    I agree once DI comes out, its usefulness will be made apparent, and all these nerfs we are all suggesting won't stop marines from using them.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Heh or maybe the lerk farts should ignite :P
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    I think the current blinding effect is not the first person burning effect, but the 3rd person flamethrower effect that's just engulfing everything. this will eventually be replaced.

    also: there are currently no real counters to flame throwers. lerks almost since they can keep their distance, but it'd be nicer if lerk spores extinguished flames, or even made the flamethrower not work entirely. this would completely remove an entire team of flamethrowers wiping out the map since they'd require backup, and it'd also remove the power of a lone marine with a FT.

    tl;dr: make spores extinguish flames, or prevent FT from working at all from inside spores.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2010
    <!--quoteo(post=1813343:date=Dec 4 2010, 11:47 AM:name=StormApan)--><div class='quotetop'>QUOTE (StormApan @ Dec 4 2010, 11:47 AM) <a href="index.php?act=findpost&pid=1813343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having both grenades and a flamethrower is a bit over the top atm in endgame.
    But much will change!<!--QuoteEnd--></div><!--QuoteEEnd-->

    The marines in the game i commed yesterday hated the new gl. And after a full evaluation i see <u>NO</u> reason at all for researching it. (btw their's no point in putting down even 1 sentry. They are useless once you establish a strong marine start and weaker secondary bases which are more like decoy bases to keep the fades occupied).

    I find i'm hurting myself everytime i use it (and i'm not shooting at my feet or at aliens!... i'm shooting at alien structures 10 ft away... it takes a lot of shots to destroy all the structures and i couldn't "bounce shots around a corner" and expect them to land ANYWHERE near where i wanted them (with like 7 shots of ammo, theirs no freedom to MISS with even 1 grenade... maybe give marines 30 grenades, like ns1, and it might work?)... therefore i have to stand there, a good distance away, waiting forever for the weapon to load+fire and waiting even longer for the ###### grenade to explode while i watch my armor go down approx 20 per shot... don't forget that because of the new bounce ###### that it takes a few shots to figure out how to bounce the grenade to land where you want it. This wasn't so bad in ns1 because that gl was semi-auto + 6 shot magazine + tons of ammo in reserve, i.e. it was way better then the new gl,... but bounce fire simply doesn't work with a single-shot slow-reload rifle-mounted grenade launcher).

    <b>Better alternatives for destroying structures:</b>

    The rifle when fired 1-2 bullet at a time will register very well on structures and be very effective with 1 point of damage per shot (you can take out a whip in like 1.5 magazines of rifle ammo in this way... or you can spend 4 magazines in full auto to do the same like all the other uninformed marines).

    The shotgun when you run up to a whip and fire at its base can take out a whip in approx. 5-6 shots.

    Get your teammates to help you and the job gets done even faster.

    Get your com to get you ammo+health and you would be even more successful.

    ###### the gl it sucks now. The devs are just reaching back into ns1 to copy an old version of the idea when they hear the aliens whine, and they're just repeating NS1's mistakes, while making all new ones, imho. Remove the new gl from the game... we don't need it.

    <b>Flamethrower:</b>

    The only weapon marines have against fades that's worth researching [it's actually quite nerfed against alien structures and hives... it's strictly anti-personal from the feel of it]. It's so central to marine combat and marine victory right now (given the nerf of the rifle and shotgun against higher lifeforms) that any flamethrower nerf will effectively nerf the marines ability to win the late game. If the aliens get some sort of fire-proofing upgrade, that the alien com researches like 3 minutes into the game and about 10-20 minutes before marines even get flamethrower, then once again the marines will have yet another weapon that doesn't need to be researched. Hey i guess we won't need 2 ccs after all :)

    Also what's this bs with alien structures that auto build? And maybe just maybe we can add heavies, miniguns, and other marine capabilities before nerfing every early-game weapon the marines have?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited December 2010
    the thing with whips is that their hitbox is buggy. you have to shoot at their base for all your shots to register. 4 clips of secondary fire pistol is able to take out an upgraded whip, or 1.5-2 mags of lmg.

    Grenades dont do enough damage to buildings, because I always find that i'm running out of ammo for them. It takes 4 grenades to kill a whip.

    they're still worth researching because they can bounce around corners, but they need to fix the bug where grenades don't detonate properly (maybe they get stuck inside a wall and the blast doesn't go through?)
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    edited December 2010
    In all other games, flamethrowers are countered by rocket launchers, sniper rifles, grenades, etc. They dominate up close but the other team usually has many ways to counter. In NS2, alien players and structures are all melee (less lerk). And the flamethrower trumps alien melee big time.

    I was very concerned during the original announcement of flamers that no consideration was given to the alien team. Many of the suggestions in this thread are good ones, here is a mix of those and mine:

    1) add explodable fuel tanks on flamer using player's back
    2) let lerk spores snuff flame
    3) force flamers to burst fire (maybe a heat gauge that forces cooldown)
    4) let gorge heal spray also extinguish flames
    5) lower "burning damage" to players
    6) when on fire, boost alien player movement, attack speed by 15%
    7) force FF on for flamers
    8) lower range of flamers
    9) lower clip size for flamers
    10) dramatically lessen burning vision impairment
    11) add melee attack to flamer

    I'd say just implement ALL of those changes and use it as a baseline. Because right now flamers are so off-kilter they are a completely game winning technology, and horrible to fight against. Like, Geneva convention horrible.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1813424:date=Dec 4 2010, 05:23 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Dec 4 2010, 05:23 PM) <a href="index.php?act=findpost&pid=1813424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In all other games, flamethrowers are countered by rocket launchers, sniper rifles, grenades, etc. They dominate up close but the other team usually has many ways to counter. In NS2, alien players and structures are all melee (less lerk). And the flamethrower trumps alien melee big time.

    I was very concerned during the original announcement of flamers that no consideration was given to the alien team. Many of the suggestions in this thread are good ones, here is a mix of those and mine:

    1) add explodable fuel tanks on flamer using player's back
    2) let lerk spores snuff flame
    3) force flamers to burst fire (maybe a heat gauge that force cooldown)
    4) let gorge heal spray also extinguish flames
    5) lower "burning damage" to players
    6) when on fire, boost alien player movement, attack speed by 15%
    7) force FF on for flamers
    8) lower range of flamers
    9) lower clip size for flamers
    10) dramatically lessen burning vision impairment
    11) add melee attack to flamer

    I'd say just implement ALL of those changes and use it as a baseline. Because right now flamers are so off-kilter they are a completely game winning technology, and horrible to fight against. Like, Geneva convention horrible.<!--QuoteEnd--></div><!--QuoteEEnd-->

    honestly flamethrower is not that bad now...as long as you're not lerk/gorge/skulk (all tier 1 lifeforms) you are fine...fades are surprisingly hard to kill with flamethrowers now.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think the flamethrower should actually be 'a lot' better than it is.

    But should cost 100 res, and only two per team max.

    At the moment the weapons have no character - essentially you run around spraying everything.

    What should happen is that one guy spends a lot of money, stands outside the hive room (because the flame is too hot) and fires a long hot stream inside.

    You should have to defend him before he gets on location, because in small spaces it is too dangerous to fire.

    Also, he should not run when firing and turn slowly.

    Things just need to be 'that much more' cinematic.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    edited December 2010
    <!--quoteo(post=1813427:date=Dec 4 2010, 05:34 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 4 2010, 05:34 PM) <a href="index.php?act=findpost&pid=1813427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But should cost 100 res, and only two per team max.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hard limiting is the sign of a broken game mechanic. If they are to be expensive, why the hard limit?

    <!--quoteo(post=1813427:date=Dec 4 2010, 05:34 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 4 2010, 05:34 PM) <a href="index.php?act=findpost&pid=1813427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, he should not run when firing and turn slowly.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Turning slowly isn't feasible because users can configure their mouse sensitivity independent of the game.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2010
    100% agree on Wolfs post.
  • AfanAfan Join Date: 2010-07-28 Member: 73276Members
    You could make the flamethrower become more "realistic". Give it a backpack then when is hit once or twice explodes, allows it to be easily killed by sneaky aliens, forces marines to stay nearby to protect it, and makes marines want to stay out of the blast radius.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1813428:date=Dec 4 2010, 09:43 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Dec 4 2010, 09:43 PM) <a href="index.php?act=findpost&pid=1813428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Turning slowly isn't feasible because users can configure their mouse sensitivity independent of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Could always make the marine turn into a tank turret, slowing down the mouselook like that works pretty well... Kinda lame though...
  • yenningComityyenningComity Join Date: 2007-04-01 Member: 60541Members
    Hard limiting is done quite often. I can also remember it being done on quite a few ns1 serves for the gl.

    GL is pretty worthless right now. It seems like it has gone from one extreme to the other with this patch. I liked how it was in NS1 with the rotary GL (not the clip fed version they tried out). It had a decent wait time on reloading, was great against structures, and good against gorges, skulks, and any lerk unlucky to be on the ground. If I were to do it over I would make it less effective against Onos and Fades, and perhaps mute the damage when aliens have upgraded their armor.

    The FT on the other hand should be less effective against structures. It needs a shorter range. In real life they were good to 30-40 feet, but since the maps are supposed to be small it would be the ultimate weapon. In this case limit it to 10-15 feet max. It should be very effective against skulks, gorges, and lerks without upgraded armor. Ineffective against the onos and moderately effective against the fade.

    As I see it you would have:
    LMG - Basic weapon
    Shotgun - Anti-fade does great damage against onos, but unless their are several rines you won't live long enough to kill it.
    FT - Skulks, Lerks, and Gorges
    HMG - Tone down the rate of fire to make it tougher to hit fast moving targets, but up the damage so its highly effective against the Onos and structures.
    GL - Best against structures. Works well against skulks, lerks, and gorges but decrease the damage radius to prevent spamming into the hive and killing eggs as easy.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    What is wrong with a slow rate of turn when firing?

    It would give the weapon feel, but also burn everything to a crisp.
  • SorelSorel Join Date: 2009-08-15 Member: 68498Members
    edited December 2010
    <!--quoteo(post=1813427:date=Dec 4 2010, 04:34 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 4 2010, 04:34 PM) <a href="index.php?act=findpost&pid=1813427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the flamethrower should actually be 'a lot' better than it is.

    But should cost 100 res, and only two per team max.

    At the moment the weapons have no character - essentially you run around spraying everything.

    What should happen is that one guy spends a lot of money, stands outside the hive room (because the flame is too hot) and fires a long hot stream inside.

    You should have to defend him before he gets on location, because in small spaces it is too dangerous to fire.

    Also, he should not run when firing and turn slowly.

    Things just need to be 'that much more' cinematic.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This, to be honest. The flamethrower should be more of a tool than a weapon.

    As it is, the flamethrower fulfills a similar role to the shotgun.

    Rather than making the flamethrower an uber shotgun that also does DoT, it should be more of a tool, a piece of equipment used for removing DI.

    The shotgun should be able to handle everything from Skulks to Fades, FT should be for clearing infestation.


    Edit: Afan also made a superb point.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    "honestly flamethrower is not that bad now...as long as you're not lerk/gorge/skulk (all tier 1 lifeforms) you are fine...fades are surprisingly hard to kill with flamethrowers now. "

    Fades dominate the game yet you hear next to nothing about that, only the flamethrower.

    Also I agree with wolfs post on the first page as well.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    fades can be taken down quite easely with shotguns. at least if there is more than one marine. 3 good hits and the fade is gone.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1813451:date=Dec 4 2010, 05:47 PM:name=TheGivingTree)--><div class='quotetop'>QUOTE (TheGivingTree @ Dec 4 2010, 05:47 PM) <a href="index.php?act=findpost&pid=1813451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"honestly flamethrower is not that bad now...as long as you're not lerk/gorge/skulk (all tier 1 lifeforms) you are fine...fades are surprisingly hard to kill with flamethrowers now. "

    Fades dominate the game yet you hear next to nothing about that, only the flamethrower.

    Also I agree with wolfs post on the first page as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not really, I couldn't hardly kill a marine after he got a FT. Why, cause I still get completely blinded. Not fun running into walls trying to attack or run away....
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2010
    Before we cry for more nerfs, i want to add...

    As skulk i can take out a group of 3marines (until they get flamethrowers) - alone. (done it many times)
    As marine i can be happy if i win a 1v1 situation against a single skulk.

    Sure it can be fast - ~4hits with secondary fire @pistol or 1-2shotgun hits, but usually its like that

    ~ 1,5-2 mags for lmg (lmg spreads so much, it's like a drunken American shooting a machine gun from the hip)
    ~ up to 1 full shotgun
    ~ GL - dont even try it... pure luck.
    ~ 1-2mag pistol

    But thats only the basic lifeform of the aliens.

    For a Fade you need a little group, or lots of luck/or a fail/noob fade - that was ok in ns1... But in ns2 there isnt only 1,2 fades at a time its usually 4-5 at a time (depending on maxplayer/server ofc) - and if they die, they usually come back as fade again.
  • Mkk_BitestuffMkk_Bitestuff Join Date: 2003-01-17 Member: 12407Members
    I think they should make the cone of fire on the flamethrower very small, so that you actually need to aim the gun well to hit and kill things. Basically now you point your screen at a skulk and it dies. With a small cone of fire you will need to track aliens with it, and skulks could still ambush well. You dont take alot of damage when on fire, its the getting hit by the steam part that does alot. And aliens are still crazy OP and I see no one mentioning that. Me and another lerk spawn camped 6 marines for like 4 minutes on rockdown, until the rest of our team slowly killed their base, two shot sniper ability is amazingly powerful. And they had flamethrowers and GLs.

    I really hope the devs just ignore overall balance mostly for now, and work on finishing the game. Fixing the crazy flamethrower and gl from before was fine, but you cant balance a game by playing a couple pub games, it needs to be much more organized to do that.

    And skulks can still be killed very quickly if you hit all your shots, its only like 16-20 lmg rounds with the current spread. It seems hitreg is very dependent on getting good updates and ping.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    The problem with something like the flamethrower is that spread is huge. This is coupled with the problem that this is not real life, it is an fps. You can flame your friends, you can flame 360 degrees 10 times a second, and it looks ridiculous.

    Bringing in real world restraints is a good thing... because it provides character and feel for the weapons, but most importantly character and strategy to how you make use of them.

    Currently everything 'feels' very similar.

    Does anyone actually 'get off' on firing the flame thrower (I know I do not)... or is it actually just a LMG but with more damage and no requirement to aim?

    For me, the idea of making it not only cooler in how it is used, but also more realistic would add a lot more to the experience.

    <b>A scenario:</b>

    Imagine being dropped one by the commander, and then sent to a way point along with a squad. Your aim is to silence the hive as quickly as possible.

    The alien commander realises what is happening, and gets a squad of 2 Skulks and Lerk to intercept you.

    Just before you reach the hive, your team mates open fire on the aliens.

    You can not fire the weapon because the space is too enclosed, and your team mates are in front of you. So you have to trust that they have your back, or switch to pistol.

    Your squad manages to take out the aliens, and you step up.

    You bring out your flame thrower, and single the other two move back to guard the flank.

    You open up into the hive room.

    The force of the blast takes you back, and the heat from the flame distorts your view. The force of the flame feels unbalancing, aiming and moving forward slowly and with care.

    The flame shoots out 12m+ and wreaks havoc on the alien structures, anything entering your path from the front is toast if you get a shot on. Just hope that a Onos is not around.

    The chambers go down very quickly, 5 seconds a piece.

    You start finishing on the hive, but as you do so a skulk from another hive manages to slip past your squad members from a vent and bites you in the back. You did not see it, or hear it. There was no time to put it away and switch to pistol.

    Maybe next time, better start saving res commander.
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