Flamethrower ridiculously overpowered.
redcow17
Join Date: 2011-08-08 Member: 115020Members
If you get set on fire for not even a long period of time, but still have a substantial amount of health left and get away, you still burn to death.
The flamethrower is WAYYYY overpowered, and once they get into your base aliens stand no chance what-so-ever, even if it's just ONE SINGLE GUY.
A single guy should not be able to take down an entire base like that, it's the same with the grenade launcher except the flamethrower is even worse.
I know marines will hate this post and fight to keep their gun, but it's simply true.
The flamethrower is WAYYYY overpowered, and once they get into your base aliens stand no chance what-so-ever, even if it's just ONE SINGLE GUY.
A single guy should not be able to take down an entire base like that, it's the same with the grenade launcher except the flamethrower is even worse.
I know marines will hate this post and fight to keep their gun, but it's simply true.
Comments
I do wish flame throwers didn't go through walls and fired projectiles though.
I do wish flame throwers didn't go through walls and fired projectiles though.<!--QuoteEnd--></div><!--QuoteEEnd-->
This
The flamethrowers damage output is very weak. A single flamer marine against a single skulk is certain to die (but takes the skulk usually with him).
In fact, a lone marine with a flamer is almost like a sitting duck.
But if the flamer marine is not alone he is powerfull and can make the fades go back to the hive.
I often compare a flamer marine with a gorge. He is not that strong and usually the first one who get picked off, but he is the backbone of his team and increases the strength of the whole squad.
But there is no need to nerf it.. exept for the burning time which is sometimes a little to long.
I just wish the burning time was consistent, it seems to be completely random how long you burn for.
I believe it's dependent on how long you toast for. More roasting = more burn time.
I remember only, it was one of harimaus posts with a bunch of explanation.
I think that you should still have some regen, but it should not be enough for fades to swipe. Maybe teleport away slowly, but the important thing about ft imho is to cripple fades so they cant do stuff against rines.
This could be solved by make it slow the adren regen, but if it goes to low, it should still regen near normal speed.
So the adren regen could be regen = normalRegen-(constant*adren/maxAdren) or something similar. Or maybe just slow the regen, and slow it even more if the current adren is above x units.
I remember only, it was one of harimaus posts with a bunch of explanation.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
I'd like to see it become constant (like a 5s burn effect) or relate to time of direct FT damage (i.e. 1s direct dmg = 1s burn effect and so forth).
Also, its hardly op since 1) damage is minimal, 2) its the most expensive weapon (30 PRes), and 3) it slows you down.
I would also echo the calls for consistent duration. Random and obscure functionality is usually never a good thing.
184 EDIT: Now I take it back. :D
70%? More like 90%.
The flamethrowers damage output is very weak. A single flamer marine against a single skulk is certain to die (but takes the skulk usually with him).<!--QuoteEnd--></div><!--QuoteEEnd-->
What game are you playing? Flamethrower is better against skulks than shotguns because it's infinitely easier to aim. The only thing dangerous to a flamethrower marine is fades because they have lots of health. And lerks possibly if they are smart, but a flamethrower is probably evenly matched with a lerk and can conceivably kill an almost unlimited number of skulks because they die extremely quickly and you can hit as many as you can fit inside the flame.
What the flamer mostly is is annoying, there's no skill in using it and no way to avoid it, it's dull to use and dull to fight against because your only approaches are either staying X distance from the marine or bumrushing it.
The problem with the Flamethrower is, it is not a fun weapon for the Marine using it (hold left click and wave it around), but it is even less so for the aliens being set on fire (-90% energy regen, and a chance to burn to death 10 seconds after escaping from the FT).
I would prefer the removal the Flamethrower's energy regen crippling effect, but allow it to deal increased damage over time to immolated enemies. The burn duration should also be capped (~3 seconds max).
Schimmel made a great mod, including an improved Flamethrower. I strongly recommend everyone to try it.
The problem with the Flamethrower is, it is not a fun weapon for the Marine using it (hold left click and wave it around), but it is even less so for the aliens being set on fire (-90% energy regen, and a chance to burn to death 10 seconds after escaping from the FT).
I would prefer the removal the Flamethrower's energy regen crippling effect, but allow it to deal increased damage over time to immolated enemies. The burn duration should also be capped (~3 seconds max).
Schimmel made a great mod, including an improved Flamethrower. I strongly recommend everyone to try it.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
I wasn't pulling numbers out of thin air. It's the <b>actual</b> win/loss ratio of Aliens. Well, it's dropped to 66% now. Marines are definitely starting to pick up the pace.