Flame Thrower Alt-Fire

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Comments

  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    <!--quoteo(post=1802923:date=Oct 27 2010, 01:58 AM:name=ryknow69)--><div class='quotetop'>QUOTE (ryknow69 @ Oct 27 2010, 01:58 AM) <a href="index.php?act=findpost&pid=1802923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Of the ideas i see, i see 2 very good, very plausible ideas

    -Fuel Spray, Which is a neeto idea if properly implemented. The secondary fire should lay the fuel, which after X seconds(minutes whatever is balanced) disperses, which can be lit by either Primary Flame fire, or welders(allowing allies to light the trap if the Flamer dies). Directly sprayed on lifeforms should have an increased damage taken, but to prevent Spray then Flame, it should take alittle animation or sort to light/delight the pilot light. Friendly fire should be implemented on a minor scale here, reducing armor, but not health?

    -Range Change, which again, is neeto if rightly added. Having the ability to choke the range of the Flamethrower to cause a high fuel using, short range 'flamewall' has many uses, from covered retreat to heavy assault. Again, the high fuel usage balances the Higher side coverage, having the fuel drain at 50% increased(or w.e % is balanced) rate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    epicly NON-original im bored of those
  • seo services wseo services w Join Date: 2010-10-30 Member: 74681Members
    Well I think the spraying oil and ignitation it sounds cool yea but chances are people start spraying or writing some crap instead going for important objectives just because microsoft paint is not enough.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think altering the cone of fire is my fav, especially if it went from a long stream (that had to be accurate) to something a lot wider that could block off a corridor or maybe being more powerful but you have to use it close range.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1804070:date=Nov 2 2010, 04:44 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Nov 2 2010, 04:44 AM) <a href="index.php?act=findpost&pid=1804070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think altering the cone of fire is my fav, especially if it went from a long stream (that had to be accurate) to something a lot wider that could block off a corridor or maybe being more powerful but you have to use it close range.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Just thought I could quote in my excellent diagram from : <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=98987&st=40" target="_blank">http://www.unknownworlds.com/ns2/forums/in...98987&st=40</a>
    LOL
    <!--quoteo(post=1804070:date= 3 years ago, 04:44 AM:name=)--><div class='quotetop'>QUOTE ( @ 3 years ago, 04:44 AM) <a href="index.php?act=findpost&pid=1804070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.picoodle.com/view.php?srv=img01&img=/7/1/24/f_nsflameri_80c9m_de5d503.jpg" target="_blank"><img src="http://img01.picoodle.com/img/img01/7/1/24/f_nsflameri_80c9m_de5d503.jpg" border="0" class="linked-image" /></a>

    i think for the flamer to ge effective, it needs to have a PUSH force so that aliens can't just run through the flames, effectivily it be like a shield,

    -slow burn rate of damage to aliens,
    -double or triple or even quad against buildings,
    -flames push skulks and gorges away from player
    -good for clearing vents, infestation, and WOL

    perhaps primary attack = long but thin flame (maximum offense)
    secondary attack = short but wide flame (maximum protection)
    holding both does something inbetween?

    you could even do it so its dynamic i guess, hold primary fire to lenghthen and thin the flame until its reached its maximum lenght and thinnes, and then hold secondary fire to widen it to your liking..

    the game is a bit too fast paced for setting traps for that to be of any use imo
    as mentioned above, yes gorgies would need to be able to extinguish :)<!--QuoteEnd--></div><!--QuoteEEnd-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    How about a high powered compression blast where blasting something into a wall does damage and possibly stuns them. could be balanced by using a lot of juice, and the length of the stun could be determined by the momentum upon impact.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    dunno, most people are really opposed to being stunned in a FPS
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i was thinking by a very small amount. for example a lerk would probably take the biggest hit, and it would be like 1/3rd of a second for the biggest hit. if it was less direct or not at the closest distance then it would be less, or nothing. This would have minimal impact in 1on1, especially against a flamethrower, but if a lerk were to take on a group of 2-3 and this happened then it would be death for the lerk.

    plus this would not be an easy thing to do, it would be similar to repelling rockets in tf2, which doesn't happen often enough to be an annoyance, but with skill could provide an advantage.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    I agree, any stun effects are usually consider'd ######.
  • munibadnammunibadnam Join Date: 2010-11-04 Member: 74759Members
    I think When anything comes round the corner and the sentry fires, it would trap the alien between the fire and sentry.

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  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    again, ffs, nothing but a welder/flamethrower should be able to light unlit fuel as the balance issues are too tremendous to over come
  • Killpo1Killpo1 Join Date: 2009-11-13 Member: 69373Members
    edited November 2010
    How about the flamer has two different types of fuel? For example it may have the general flamethrower fuel (ie napalm) that's great at burning and killing creatures, and then have alternate fire be another fuel or harmful toxin, almost maybe like the lerk's cloud of gas, IE nerve toxin?


    So you would like use the fire for actually killing creatures, while using the chemical agent for denying areas.
  • HashashinHashashin Join Date: 2010-04-15 Member: 71416Members
    A bouncing ball of napalm that can go around corners.
  • hazyginhazygin Join Date: 2007-04-27 Member: 60735Members
    Seconded, delayed action incendiary grenade for them tricky corners or vents.

    Or spray raw fuel with out lighting it, - useful for defense / traps. Fear my water pistol of doom!
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    A tweak on the fuel spray idea: What about having it a mist? So instead of just falling to the ground, let it hang around in the air for a few moments like a fine mist; sort of like the marine's version of ubra/gas.

    Alien's could have blurred vision if they walk into it; and you should be able to then ignite the mist (imagine a form of fire ball/firewall effect).
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited November 2010
    i like the idea, what i want to see is a flamer projectile similar to in the space hulk pc game were you could set whole rooms on fire for a period of time stopping alien advancment for a short while.

    fire the projectile which is a sort of fire ball which uses up a whole canister, when it hits something it explodes setting everything on fire including the floor for a period of time.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    anyone know if flamer will still ignite umbra or spores?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Unscrew the tank, light it on fire, and throw it like a molotov cocktail.

    Basically a grenade that sets stuff on fire where it hits.

    Uses lots of ammo but would be quite lethal against structures and around corners.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1808463:date=Nov 22 2010, 10:08 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Nov 22 2010, 10:08 AM) <a href="index.php?act=findpost&pid=1808463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unscrew the tank, light it on fire, and throw it like a molotov cocktail.

    Basically a grenade that sets stuff on fire where it hits.

    Uses lots of ammo but would be quite lethal against structures and around corners.<!--QuoteEnd--></div><!--QuoteEEnd-->


    And would have to be completely OP considering how much fuel you'd waste on ONE nade.
    Imagine 3 guys powernuking a hive with flamernades. No thank you.

    And as far as napalm-blobs, unlit fuel on the ground, or other fire-mine kind of feature : this would KILL vent usage since people would fill up every vent with fuel and then restock ammo.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2010
    <!--quoteo(post=1808469:date=Nov 22 2010, 09:41 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Nov 22 2010, 09:41 AM) <a href="index.php?act=findpost&pid=1808469"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And would have to be completely OP considering how much fuel you'd waste on ONE nade.
    Imagine 3 guys powernuking a hive with flamernades. No thank you.

    And as far as napalm-blobs, unlit fuel on the ground, or other fire-mine kind of feature : this would KILL vent usage since people would fill up every vent with fuel and then restock ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, it doesn't have to be very powerful at all, it can and should be very inefficient, you should be using grenade launchers for that sort of thing, but it adds the functionality if it's needed. Say you have a wall of hydras blocking a doorway, you can either flame them all normally and get shot to bits, or you can lob a firebomb at them and use a tank but kill them all and save your vulnerable human flesh from being perforated.

    The idea is that you get maybe two or three shots of this and it would empty your flamer ammo if you used it all, but if you are faced with being shot to bits, having to rearm is preferable to dying.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    the mist would probably clear out a room of the size of "mess hall" in ns1 map terms, maybe even larger.
    and gascans usually have a security valve to prevent unregulated escaping gas. you don't want the flame to eat into the tank after all.

    I still say that primary fire should be a medium range-small spread fire tongue, while secondary is a short range-medium spread fire blast, which would be less damaging but could get a skulk off your toes.
  • BoosyBoosy Join Date: 2010-12-16 Member: 75721Members
    I reckon the alt-fire should be a thin stream of fire that is greater in damage but obviously has a smaller spread/radius. Giving it slightly longer range, but much shorter duration of the flame. Then a considerable cool down to keep it balanced and prevent it being spammed.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited December 2010
    I'm not feeling like reading through all of the posts... so if you have said this, credits to you not me.

    -Remove crag mist or lerk mist from said area. burst of whatever air..space stuff.. whatever works

    with that being said.. id hope it would take a few seconds to switch over the flame thrower to and from each mode, balance it out some.
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