Coding of the Flamethrower and secondary mode
Quovatis
Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
I see that trailing flamethrower effects is in the tracker. But it just seems the whole coding is wrong. Why not just change it to a gun that "fires" very slow velocity projectiles at a fairly high rate of fire? This is how most other games handle flamethrowers. This would not only solve the trailing effect (in third person at least), but also solve the issue of the flamethrower going through walls. When one of the "projectiles" hits a wall, it would stop. Just make the "projectiles" have some flaming effect while in the air and give it short maximum flight distance. Each individual "projectile" would have its own little light source. Give it a little bit of drop off like the lerk spikes, and I think it would look awesome.
And for the secondary fire mode, how about having it use an entire fuel clip, but it puts out a big blob of fire, that upon hitting the ground, coats everything in flame in a short radius around it and does damage. It would stay on fire for a few seconds, and any alien running through the blob on the wall/ground would be set on fire and take damage for a brief time. This would be a nice tool to deny alien access to a vent for a short while. The downside is that it uses a ton of fuel.
And for the secondary fire mode, how about having it use an entire fuel clip, but it puts out a big blob of fire, that upon hitting the ground, coats everything in flame in a short radius around it and does damage. It would stay on fire for a few seconds, and any alien running through the blob on the wall/ground would be set on fire and take damage for a brief time. This would be a nice tool to deny alien access to a vent for a short while. The downside is that it uses a ton of fuel.
Comments
especially taking out infestation.
Dude sign up.
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I do recall there being talk of Volumetric Effects being added in not too long ago. Maybe they're planning on replacing the existing implementation with this.
Firstly, things don't burst into flames any more as soon as they are hit. I am not against this, actually I like this but that is not what I mean, what i mean is that there has been a nerf.
Secondly, I can't kill a skulk in about 2 seconds any more... eh?
So they nerf the flamethrower but they don't nerf the shotgun?
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I see they're looking for programmers not "ideas boy".
And yeah, while I have some programming experience, I'm no where near the calibre that UWE is looking for with the job. It's more of a question for the devs about what their plans are for the FT.