flamethrower
deathshroud
Join Date: 2010-04-10 Member: 71291Members
the flamethrower is insainly overpowered currently. It isnt just the fact its overpowered its the fact that it can compeltely change the outcome of a game and wipe out an entire alien hive in a short space of time. Heres my lsit of problems with it.
1. You cant see anything at all on fire- improve the vision abit when on fire its impossible to know were you are moving whilst on fire :(
2. the damage is way to high versus alien players, reduce the damage to 1/3 of its current level agaisnt palyers. structure dmaage seems ok thoguh.
3. the flamer user plays no real animations which makes it difficult to tell what hes doing whislt trying to get close and once your on fire you might as well playy blind folded.
1. You cant see anything at all on fire- improve the vision abit when on fire its impossible to know were you are moving whilst on fire :(
2. the damage is way to high versus alien players, reduce the damage to 1/3 of its current level agaisnt palyers. structure dmaage seems ok thoguh.
3. the flamer user plays no real animations which makes it difficult to tell what hes doing whislt trying to get close and once your on fire you might as well playy blind folded.
Comments
But simply put, the first point is significant. I've found myself blinking around escaping death as a Fade but still got wiped out easily by a flamethrower earlier today.
Good point.
Something certainly needs to be done about the flamethrowers, but so do many other things. I feel we should just wait a bit more after all the rest of the features are added before start swinging the nerf bate around.
<b>Something certainly needs to be done about the flamethrowers, but so do many other things. I feel we should just wait a bit more after all the rest of the features are added before start swinging the nerf bate around.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Are you kidding? Currently the flame-thrower destroys the game and unlike in NS1 the commander doesn't have to buy them every player has one as they're free from the armoury.
The commander should have to purchase the guns first BEFORE the marines can get them this also adds another resource sink thus extending the length of the games.
Also the lerk spores need to use up more of the spore bar when used to reduce spam, like 2 or 3 shots before no more psores would help with this and then waiting for a recharge.
players should get less minerals, so they wouldn't have everytime they got reborn, enough money for a new weapon!
and about the flamethrower, I agree also on all three points.
I also would like to see it cost a bit more!
I wouldn't really worry at this point about the flamethrower
A. Have the most kills.
B. Obey the commander's orders
C. Other
players should get less minerals, so they wouldn't have everytime they got reborn, enough money for a new weapon!
and about the flamethrower, I agree also on all three points.
I also would like to see it cost a bit more!<!--QuoteEnd--></div><!--QuoteEEnd-->
The issue here is that currently players will just save money until they can get the "best" gun. This is considerably different from NS1 where the commander would spawn them and thus purposely create a rush of a single type of weapon / heavy armour.
The current system means that you won't see these rushes happening any-more as every player will simply buy what they like and die alone.
The commander should have to purchase the guns first BEFORE the marines can get them this also adds another resource sink thus extending the length of the games.<!--QuoteEnd--></div><!--QuoteEEnd-->
So does the marine's utter lack of any other effective weapons, or the fact that sentry guns seem to hit when they feel like it, or the fact that lerk spores are unbeatable, or any one of a million other things.
Saying that taking away the flamethrower will improve the game makes no sense, it'll just make it into perpetual alien victory rather than 'if the game goes on long enough aliens lose but if they finish quickly they win'.
At least the latter is different every now and then.
<!--quoteo(post=1810586:date=Nov 26 2010, 01:12 AM:name=Revi.uk)--><div class='quotetop'>QUOTE (Revi.uk @ Nov 26 2010, 01:12 AM) <a href="index.php?act=findpost&pid=1810586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The current system means that you won't see these rushes happening any-more as every player will simply buy what they like and die alone.<!--QuoteEnd--></div><!--QuoteEEnd-->
Orrr perhaps they might organise and create a combined weapons squad covering a variety of different areas and then bunch up by virtue of not wanting to get ganked on their own?
If people don't want to work together giving them all the same gun won't make them work together any more, similarly giving them their own gun choice won't make them work together less, you work together because you see value in other team members, not because you all happen to have the same gun.
The fade and Onos are the supreme creatures of the alien team and the exo armor and minigun for the marines. The flamer and gl need an obvious nerf since its the exo armor and minigun that should end the game for marines.
I do however think that eventually it must be nerfed, how I am not completely sure, I do think perhaps some higher costs on the weapon, as well as a reduction on the overall damage would be a good idea, I also think that perhaps making it a building killer instead of a alien killer would be a good idea, maybe increasing the damage on buildings but really reducing damage to the aliens themselves, that way you have a weapon that can walk into an area and wipe out a large wad of hydras and whips, but still not instantly kill every alien that just barely gets close to the flames.
Reduce the blindness effect, leave the damage as is though, but add an overheat meter which means you have to fire it in bursts, so you can't simply roast an alien in one go, you have to blast it once, survive for a bit, then blast it again. Or maybe add a short warm up time before it fires.
Make it draw on skills other than aiming, it's good to have different ways to succeed in a game and the flamethrower being easy to hit with is something the marines desperately need.
However I do agree that reducing blindness would be really nice, that in and of itself is what makes it the worst weapon I feel, what would be really interesting is to actually see the flame thrower be a real one, such as a liquid flamethrower instead of a breath of fire weapon. This would make it so its a little more deadly but a lot harder to aim, youd have ark the stream to get the range you want , and youd have a smaller area of affect to burn the aliens with, it also be nice if it left a flame resadue on the ground that if you stepped in it, it burn you, which would make using it in close range rather deadly, but allow you to place streams along the ground to block entrance of ground aliens.
1. You cant see anything at all on fire- improve the vision abit when on fire its impossible to know were you are moving whilst on fire :(
2. the damage is way to high versus alien players, reduce the damage to 1/3 of its current level agaisnt palyers. structure dmaage seems ok thoguh.
3. the flamer user plays no real animations which makes it difficult to tell what hes doing whislt trying to get close and once your on fire you might as well playy blind folded.<!--QuoteEnd--></div><!--QuoteEEnd-->
Then i can say the fade is insainly overpowered currently...
Also consider the fact there's this mysterious "Rifle Upgrade" that's still grayed out in the menu. Which might finally allow marines some chances of killing fade before tier 2.
However, Onos might be in fact, the rival for flamethrower. Again, we really need to wait for a few more features to be implmented before going overboard about nerfing.
as I've saied before, IT's not even realistic, When you are near fire, you dont becfome blind, you can still see fine? UWE needs to go to a campfire...
<!--quoteo(post=1811354:date=Nov 28 2010, 02:37 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 28 2010, 02:37 AM) <a href="index.php?act=findpost&pid=1811354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, we know the GL and flamethrower are both OP right now, for a variety of reasons.
The GL has already had teh problem with its blast going through walls fixed, it will get friendly fire damage, at least to the marine who is firing it, it will probably have its blast radius brought down a bit, and its damage values will probably get tweaked, as well.
The flamethrower was always meant to be more for burning DI and alien structures, so that is going to get nerfed against players as well. Also the obnoxious screen covering flame effect is getting changed. It was just using the 3rd person flame effect and didn't have its own first person effect yet, but that was being worked on last week.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Reduce the blindness effect, leave the damage as is though, but add an overheat meter which means you have to fire it in bursts, so you can't simply roast an alien in one go, you have to blast it once, survive for a bit, then blast it again. Or maybe add a short warm up time before it fires.
Make it draw on skills other than aiming, it's good to have different ways to succeed in a game and the flamethrower being easy to hit with is something the marines desperately need.<!--QuoteEnd--></div><!--QuoteEEnd-->
Over heating meter is a great idea!!!! +1