Idea/Changes for the Flamethrower
Quantum Stranger
Join Date: 2009-11-25 Member: 69531Members
I had been reading other peoples post stating a powerful short range weapon against melee aliens is a bad idea. As I understand this weapon is used to clear the spread of dynamic infestation. So instead of having the weapon shoot a constant stream of flames, how about it sprays liquid such as napalm or another flammable substance and then sticks to the dynamic infestation which is to be ignited by an alternate fire.
This will still leave you vulnerable to melee attacks as well as add some interesting area control as you could spray it on an entrance and ignite it when aliens try to push. Of course it will be easy to spot so aliens don't run into it every second.
Just an idea I came up with, I feel as if this weapon could be interesting and altered even more to create a more unique weapon. I believe this type of weapon described is already in a couple games which at the moment I cannot recall.
edit: I realize that this weapon seems extremely inefficient for marines in the future. So to make the weapon make since, the aliens and the infestation have a natural resistance to high temperatures as being around refinery's and such. The extremely high and fast temperatures of the liquid is needed to destroy the bacteria and insure destruction of the dynamic infestation while inflicting less damage to structures and aliens (for balance).
here is a visual of the idea sorry for the ms paint.
<img src="http://img706.imageshack.us/img706/4836/flamep.jpg" border="0" class="linked-image" />
This will still leave you vulnerable to melee attacks as well as add some interesting area control as you could spray it on an entrance and ignite it when aliens try to push. Of course it will be easy to spot so aliens don't run into it every second.
Just an idea I came up with, I feel as if this weapon could be interesting and altered even more to create a more unique weapon. I believe this type of weapon described is already in a couple games which at the moment I cannot recall.
edit: I realize that this weapon seems extremely inefficient for marines in the future. So to make the weapon make since, the aliens and the infestation have a natural resistance to high temperatures as being around refinery's and such. The extremely high and fast temperatures of the liquid is needed to destroy the bacteria and insure destruction of the dynamic infestation while inflicting less damage to structures and aliens (for balance).
here is a visual of the idea sorry for the ms paint.
<img src="http://img706.imageshack.us/img706/4836/flamep.jpg" border="0" class="linked-image" />
Comments
Nice painting skills btw. ;D
I do think that a flamethrower in this circumstances should be a big, turbine driven <a href="http://www.blokesbits.co.uk/shop/ProdImages/TU23-Turbo-Jet-Lighter.jpg" target="_blank">jet lighter</a>.
<a href="http://www.olive-drab.com/od_infweapons_flame.php" target="_blank">http://www.olive-drab.com/od_infweapons_flame.php</a>
This link is interesting. Towards the bottom it says "The M9A1-7 and other flamethrowers have been replaced by the M202A1 Incendiary Rocket launcher."
<img src="http://i259.photobucket.com/albums/hh284/CTone03/Guns%20in%20movies/Commando/M202A1Launch.jpg" border="0" class="linked-image" />
So now i propose we get a rocket launcher... which everyone will complain if it doesn't kill ######!
So yep... NS2 marines need a Sadar rocket launcher... Now!
<img src="http://www.planetavp.com/images/avp2screenshots/avp2sadar.jpg" border="0" class="linked-image" />
1. I like the idea of it as a good containment tool in that it can ignite walls and such to block paths. This would have the drawback of blocking marines as well (that balances the tactic).
2. The damage should be low, but it should keep burning for 5-10 seconds after an alien has been hit DIRECTLY. If an alien passes through the flames that are burning on the floor/wall, the damage will stop when it exits the flames.
3. As another drawback, a teammate may be required to change out the fuel tanks in order to reload.
4. Last, being killed from behind causes the fuel tanks to explode. We've all been killed a million times by a fade from behind in one hit. The explosive potential could encourage a more action-packed confrontation.
<b>Incendiary Rockets:</b>
1. They could burn a floor, wall, etc. for a long time (10-30 seconds).
2. Direct hits would deal a large amount of damage, plus burn the alien for an additional 5-10 seconds. Passing through the flames of a burning floor/wall would not do damage after the alien exits the fire.
3. Hitting the ceiling would rain fire on aliens below.
4. I'd suggest that this not be reloadable. It should be disposable, like the grenades and mines of NS1. You use it and then you have respawn to get another. Perhaps an armory could supply you with another. This would keep this weapon from being used too much and would help balance the weapon.
<b>Short Range Laser:</b>
I believe I saw this in either Goldeneye 007 or Perfect Dark for N64. In the game, the laser rifle had a secondary mode where the laser shot out in a constant stream, but it was very short range... sort of like a light saber. In fact, this might be better described as a knife upgrade.
1. Range is short (5-15 feet) and shoots in a constant stream to do constant damage.
2. Damage is low: from 1 dmg/sec at maximum range to maybe 75-100 dmg/sec at point-blank.
3. Power drains after a short duration of time and needs to recharge for a few seconds.
Also, shooting out the poor dude's gas canisters = pain. I personally would rather not stand next to the giant fireball in my squad.
Wolfenstein:ET and Eternal Silence do OK jobs with their flamethrowers catching on the wall for a while.
In terms of game mythos, using fire to help clear out the infestation seems totally feasible in the future, barring a giant Wave Motion Cannon that somehow only kill alien organic stuff. You can't really shoot it away, you need a huge AOE of doom, and flamethrowers are perfect for that.
Also, shooting out the poor dude's gas canisters = pain. I personally would rather not stand next to the giant fireball in my squad.
Wolfenstein:ET and Eternal Silence do OK jobs with their flamethrowers catching on the wall for a while.
In terms of game mythos, using fire to help clear out the infestation seems totally feasible in the future, barring a giant Wave Motion Cannon that somehow only kill alien organic stuff. You can't really shoot it away, you need a huge AOE of doom, and flamethrowers are perfect for that.<!--QuoteEnd--></div><!--QuoteEEnd-->
You have a good point about burning walls making it harder to advance. However, if you're not advancing (defending or retreating), then flamethrowers should be very useful.
To counter the moving forward problem (if we don't want it as a disadvantage), we could give the marines a 1 second delay in burning. Remember when you were a kid and heard about Jack jumping over the candlestick? Imagine a quick hop through the flames and being protected by your armor. After the one second duration, you start to burn.
As a side note, I believe that armor should burn away more than health points.
Here's another idea for the flamethrower. If an Onos eats a flamethrower, he'll implode when the marine is killed. Although we don't have to make this kill him, it should at least do 50% damage. On the extreme, it could turn him into a xenocide Onos that can hurt teammates and marines.
Make flamethrowers give onus the ability to fly! zoooooooo*booooo*m