Flamethrower ridiculously overpowered.

redcow17redcow17 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.

Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    I think this is a bit of hyperbole. Is the flame thrower powerful? Yes. Does it allow one marine to take down bases and aliens on his own at the same time? Not really. Flame thrower debuff is pretty nasty but it's not going to save him from a couple of skulks, much less skulks while he's destroying a base. If aliens don't decide to respond... well that's they're choice.

    I do wish flame throwers didn't go through walls and fired projectiles though.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    <!--quoteo(post=1867519:date=Aug 8 2011, 12:25 PM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 8 2011, 12:25 PM) <a href="index.php?act=findpost&pid=1867519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this is a bit of hyperbole. Is the flame thrower powerful? Yes. Does it allow one marine to take down bases and aliens on his own at the same time? Not really. Flame thrower debuff is pretty nasty but it's not going to save him from a couple of skulks, much less skulks while he's destroying a base. If aliens don't decide to respond... well that's they're choice.

    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.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    <!--quoteo(post=1867526:date=Aug 8 2011, 08:42 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Aug 8 2011, 08:42 PM) <a href="index.php?act=findpost&pid=1867526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But there is no need to nerf it.. exept for the burning time which is sometimes a little to long.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I just wish the burning time was consistent, it seems to be completely random how long you burn for.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867580:date=Aug 8 2011, 06:08 PM:name=Iacto)--><div class='quotetop'>QUOTE (Iacto @ Aug 8 2011, 06:08 PM) <a href="index.php?act=findpost&pid=1867580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just wish the burning time was consistent, it seems to be completely random how long you burn for.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I believe it's dependent on how long you toast for. More roasting = more burn time.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    Kalabalana, nope it's random. You can be roasted for 10 seconds, and it'll go away in a few seconds. while sometimes you could just run through a flame and it'll stay on you till you manage to make it back to a hive, where you have to wait till it goes away.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    If I remember correctly if you are on fire there isa 10% chance per second (or so) to put the fire out but I can't find the post in which is it explained.
    I remember only, it was one of harimaus posts with a bunch of explanation.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    Right now it doesn't seem as if the correlation between the duration of a direct hit with the flame and the lingering flame afterwards is correct. It seems pretty random.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I think the burn time is to long, and the adrenaline regen shouldn't get nullified. It is seriously annoying when you as a skulk cant even bite, and even more so for gorges, as that happens every time you start burning.

    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.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Ahh, well that clears it up.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867609:date=Aug 8 2011, 04:03 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Aug 8 2011, 04:03 PM) <a href="index.php?act=findpost&pid=1867609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I remember correctly if you are on fire there isa 10% chance per second (or so) to put the fire out but I can't find the post in which is it explained.
    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.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    edited August 2011
    Flamer is nowhere near the instakiller it used to be. I see no reason to nerf it even more, especially in this epic alien bias we're feeling now (70% alien wins).

    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
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited August 2011
    <!--quoteo(post=1867659:date=Aug 8 2011, 08:51 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Aug 8 2011, 08:51 PM) <a href="index.php?act=findpost&pid=1867659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->especially in this epic alien bias we're feeling now (70% alien wins).<!--QuoteEnd--></div><!--QuoteEEnd-->


    70%? More like 90%.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited August 2011
    <!--quoteo(post=1867526:date=Aug 8 2011, 08:42 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Aug 8 2011, 08:42 PM) <a href="index.php?act=findpost&pid=1867526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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).<!--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.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    It takes a Flamethrower about 2 seconds to kill a Skulk, so I'd say both the FT welding marine and the Skulk have even odds at killing each other.

    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.
  • redcow17redcow17 Join Date: 2011-08-08 Member: 115020Members
    <!--quoteo(post=1868042:date=Aug 10 2011, 04:08 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Aug 10 2011, 04:08 AM) <a href="index.php?act=findpost&pid=1868042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It takes a Flamethrower about 2 seconds to kill a Skulk, so I'd say both the FT welding marine and the Skulk have even odds at killing each other.

    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.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    edited August 2011
    <!--quoteo(post=1867910:date=Aug 9 2011, 09:21 PM:name=LV426-Colonist)--><div class='quotetop'>QUOTE (LV426-Colonist @ Aug 9 2011, 09:21 PM) <a href="index.php?act=findpost&pid=1867910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->70%? More like 90%.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited August 2011
    It's becoming more balanced as people figure out how to play correctly.
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