Blinking as a fade extinguishes fire.

Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
It continues to strike me as odd that blinking while on fire does not result in a puddle of flaming crap on the floor behind you, and you as the fade emerging rather less incandescent than when you started.

I mean, I figure the fade must be able to blink out of the fire surely?

It would also be a rather nice feature I think, it would make fades a good counter to flamethrowers, mixes up the otherwise fairly regular effects of the flamethrower. It would also be useful as fades are supposed to be able to move around, which is hard when on fire as it is disorienting, and if you burn to death anyway that would be irritating.

Comments

  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    in many cases flame thrower dots kill me rather then the flame thrower itself. So I can run away, but i die later from the dot alone. damage needs to be reduced, and half the time i can't even see where to go, i'm blinded by the flames. i can see your stress, and i agree.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Damage is fine - you die because you can't see what you are attacking, or where you blinked to - often into another flame thrower guy.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    Unknown Worlds Entertainment should fix the flamethrower before making everything more complicated.

    The blink extinguisher idea makes sense if you look sideways at it long enough. Considering we don't know how blink actually works, there's no way to say if it actually makes sense. Considering blink is actually sci-fi voodoo, I can see the "explanation" of blink extinguishment going either way and both sides would be equally invalid.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Well it just seems odd to me that the fade can teleport without taking chunks of the floor with him, but if he's got flammable stuff on him he can't leave that behind.

    Plus it just seems right to me, if I teleport I actually expect to not be on fire at the end, it seems more natural to me than not.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1817152:date=Dec 18 2010, 10:08 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 18 2010, 10:08 PM) <a href="index.php?act=findpost&pid=1817152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well it just seems odd to me that the fade can teleport without taking chunks of the floor with him, but if he's got flammable stuff on him he can't leave that behind.

    Plus it just seems right to me, if I teleport I actually expect to not be on fire at the end, it seems more natural to me than not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree completely. Leaving a little brief puddle of napalm (or whatever is being used here) from where the fade blinks from wouldn't be tough to code and it would make more sense to me. I mean really though, from a gameplay perspective, the fade is so slow walking that its impossible to dodge the flamethrower so you're probably going to get hit hard to begin with. Might be worth giving a little better chance to escape ya know?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    maybe the damage is "fine" but the dot damage from the flames might need to be reduced. Many times I get away to just die quickly moments later. And blinding effect needs to be honestly fixed, while fighting the marine half the time i can't even see!
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Maybe I should have waited until people stopped complaining about the flamethrower in general to start this thread.

    To clarify I really wasn't thinking about the flamethrower balance, this is independant of that, I was assuming this would be when the flamethrower was perfectly balanced.
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