Make the flamer better?

FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
<div class="IPBDescription">Flamer</div>Is it only me or is the flamer too weak?
GL costs 25 and flamer costs 30, i never see a marine use it.
Maybe the flamer should "remove" the targets armor when it gets hit by the fire?
Or maybe it will "lock" Fades & Lerks abilitys to teleport and fly?
Would be awesome if it will become a more important weapon in the game.

Comments

  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    Well, in the flamer's defense, I believe it damages the burning target's energy. Right now it isn't too deadly though.

    So, if they buff that up... then it should effectively disable fades that aren't extra, extra careful, and maybe it should do additional damage to a lerk the faster it flies while on fire since its just fanning the flames. So, with additional damage, it would effectively ground the lerk if he doesn't want to die from flame.

    The direct damage should be buffed a bit too.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Flamethrower requires good teamplay, public lacks teamplay => no flamethrowers used. Ppl rather die with a shotgun in their hand than support killing fades etc with a flamethrower.

    If you make it stronger, it would instakill skulks => overpowered.

    Also its pretty rare in public than marines even get to this tech...

    PS: Flamethrower dmg increases the longer you hit a target.. so if you are very good at dodging you can in theory solo fades. (maybe with a little pistol)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I'd like it if the flamer burns away infestation if you sustain your flame over it. Damage from flamer + fire burn damage + no-infestation damage for alien buildings = tons of DPS :D

    The slowed energy regen for burning aliens (25% of normal) already cripples Fades, albeit not as much as it used to.
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    I would just like the flamer to screw up the fade's ability to blink..
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Just played a game with Noa and i had 11 killstreaks with it as defender :)
    It still feels like its underpowerd compared to other weapons and we didnt even face a Fade that game.
    It feels wrong to just ADD damage to the flamer. Would be cooler if it had some special ability when the target gets on fire.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1895341:date=Jan 18 2012, 10:07 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 18 2012, 10:07 AM) <a href="index.php?act=findpost&pid=1895341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flamethrower should be cheaper than higher tier aliens, but nullify the advantage that higher tier aliens have over lower tier marines.
    Energy was a decent first attempt, but I don't think it's working out very well, since it just gimps the aliens' ability to do anything. Perhaps the flamethrower could do damage proportional to a target's current health (e.g. 1 + (10% of current HP) per second): it would be excellent against structures and the fade/onos, but would be a vastly inferior option against skulks (and the fade/onos when they get to low health).
    (assuming no armour; armour will actually make the drop less exaggerated)
    <img src="http://i.imgur.com/1GFf4.png" border="0" class="linked-image" />
    Honestly, the damage output looks much too low here, but I've just put it there for illustration, really.

    Similarly, the lerk and gorge should be cheaper than higher tier marine equipment, but nullify the advantage that higher tier marine equipment have over lower tier aliens.
    Umbra comes to mind, but I think something that strips armour would also be good, to counter all that extra effective HP that marines get.

    Basically, between a lower tier (lower cost, lower power) unit and a higher tier (higher cost, higher power) unit, you have a middle tier (middling cost, middling power) unit that nullifies the advantage that the higher tier unit has over the lower tier unit.
    Apply the same theme throughout the game, and you should have something reasonably balanced and fun. No hard counters, no more saving up for a steamroll, only soft counters that level the playing field.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Would be a "team weapon" if it removes the enemys armor when the alien gets on fire.
    In the future it could be awesome against the Onos, cuz with these weapons we use now it will have no effect against the Onos | marines will have no chance.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    i like the idea of it bypassing armor overall similar to how gas works vs marines right now.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    <!--quoteo(post=1897062:date=Jan 24 2012, 03:50 AM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Jan 24 2012, 03:50 AM) <a href="index.php?act=findpost&pid=1897062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i like the idea of it bypassing armor overall similar to how gas works vs marines right now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah but what IF it removes the armor as long as the target is on fire instead of just letting the flamer ignore the armor.
    In that way it can help the team more and fight stronger units by making them weaker.
  • Gorge_LucasGorge_Lucas Join Date: 2011-07-10 Member: 109352Members
    Give the Flamer an ALt-Attack.

    I've suggested before that the Flamer could be switchable to a concenrated flame mode like a blowtorch that makes it burn specific alien structures more quickly than the Primary Fire mode. Reason being that I find the Flamethrower fairly useless at taking down Alien structures. Sure it's great at spraying low damage flame on multiple structures but for a 30 res weapon you shopuld be able to make it quicker at taking down a cyst or crag etc faster than having to change to the axe.

    Just sayin
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    edited January 2012
    AAAAUGH MY BRAIN

    The flamethrower right now is really a pain in the ass for anything that uses energy (everyone), so that's good. If it were to do more to structures like disable regeneration and slow down their abilities (slower whip whipping, less crag heals) you'd definitely see at least one in every big base push. The flames lingering on the floor is kind of overkill to me and I cannot see a damn thing on either team when someone holds down the spray for longer than a second.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    If any of the Kharaa were to burn to death, I'd imagine there would be a pile of ash with pieces of carapace lying around. Destroying armor isn't exactly what flame is good for. I believe Charlie said it should 'cripple' the aliens. It just needs a proper buff and some adjustments, nothing more.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited January 2012
    I think its damage especially against skulks is just right. The flamethrower should be a a support weapon. The debuff gun, and not a beat stick. Its support abilities are what need to be increased.

    It should be a weapon that excels in a groupd.. and kinda suck by itself (like now). A weapon you want one (and probably just one) in every group, push and siege. Along with lowering energy regen, it should also slow down burning units....especially flying lerks which seem to be able fly in bases with reckless abandon since no one can shoot them down (a lot of it due to latency conferring lag shields to very fast units). I always liked the idea of flamethrowers slowing down or debuffing alien structure abilities..even if just a little bit. It guarantees the FT a role in sieges.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    <!--quoteo(post=1897113:date=Jan 24 2012, 12:20 PM:name=Krizzen)--><div class='quotetop'>QUOTE (Krizzen @ Jan 24 2012, 12:20 PM) <a href="index.php?act=findpost&pid=1897113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If any of the Kharaa were to burn to death, I'd imagine there would be a pile of ash with pieces of carapace lying around. Destroying armor isn't exactly what flame is good for. I believe Charlie said it should 'cripple' the aliens. It just needs a proper buff and some adjustments, nothing more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the idea of "crippling" the aliens.
    If the target gets on fire Fade should not be able to "blink/teleport".
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1897278:date=Jan 25 2012, 05:27 AM:name=BuzterOne)--><div class='quotetop'>QUOTE (BuzterOne @ Jan 25 2012, 05:27 AM) <a href="index.php?act=findpost&pid=1897278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the idea of "crippling" the aliens.
    If the target gets on fire Fade should not be able to "blink/teleport".<!--QuoteEnd--></div><!--QuoteEEnd-->
    It sort of does this (via preventing alien energy regen).

    However, I think it would be better if it could damage fades while blinking and/or bring fades out of blink.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Would it be too harsh if an alien on fire cannot use alt-fire ability (yes, for Gorges xO), or perhaps with increased energy cost for alt-fire/any abilities instead of overall slower energy regen?
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I'd just like the range to be increased to 200/250% and the stream narrowed, and also make flames on the ground hang around for longer.

    I see it as an area denial/cripple weapon, and the extra range will make up for the fact that it is useless close range. Esp against Fades.

    I do especially like the idea of it creating walls of fire to deny or scare of aliens though. Esp if combined with lmg/shotty in a corridor.
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Really hope they take something from this thread into the game.
    Would like the see the flamer in more public games :)
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    edited November 2014
    Frozty wrote: »
    QUOTE (ogz @ Jan 24 2012, 03:50 AM) »

    i like the idea of it bypassing armor overall similar to how gas works vs marines right now.



    Yeah but what IF it removes the armor as long as the target is on fire instead of just letting the flamer ignore the armor.
    In that way it can help the team more and fight stronger units by making them weaker.


    Havnt played on a while and i guess Devs really went our way with the flamer, Sheers!
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    I began reading this and thought to myself, "I havn't seen these posters in quite awhile." Then I realized this thread was two years old. Such necro, so very much necro.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    when the flamer was originally nanounced as a weapon for ns2 i envisioned it used as a way of limiting alien movement. In a game called space hulk votba and also incubation you could alt fire the flamer to lay down a thick wall of flame that would burn anything attempting to pass through it.

    I was kind of disappointed with the implementation of the flamer in ns2
  • ATFATF Join Date: 2014-05-09 Member: 195944Members
    Flamer needs to act as thruster for mid air (jetpack) marines! Because fun!

    Also, if you want to modify it, maybe look more at it's ability to set map geography on fire for a couple seconds. Aliens touching that receive damage.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Flamethrower requires good teamplay, public lacks teamplay => no flamethrowers used. Ppl rather die with a shotgun in their hand than support killing fades etc with a flamethrower.

    This. Flamethrower is a powerful support weapon when used with teammates around to cover, but you die if you run off alone with it.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    ATF wrote: »
    Also, if you want to modify it, maybe look more at it's ability to set map geography on fire for a couple seconds. Aliens touching that receive damage.
    It does...
  • ATFATF Join Date: 2014-05-09 Member: 195944Members
    Nordic wrote: »
    ATF wrote: »
    Also, if you want to modify it, maybe look more at it's ability to set map geography on fire for a couple seconds. Aliens touching that receive damage.
    It does...
    Here, take this box of reading skills. Don't mention it.

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