Flamethrower damage issue,

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">to teams</div>
I dunno, how dangerous flamer in this build(190).

But latest builds, i always felt that flamer are not good enough, drain energy?? It could be helpful, but still not enough individually.


I even dunno if my idea is already in game, but i think it will be good if aliens get more damages (+5~10%) as long as they catch fire.

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited January 2012
    Flamer is a clear anti structure. 2 Flamers kill a hive in a couple of second. The thing with the flamer is, it does max damage at a certain rang (3-4m) and heats up the enemy. So if you hit a skulk once both the other shots "miss" or are to close the aliens does not getting heated up resulting in low DMG.
    But perfect against structures!

    It is like the GL in NS1 but close-midrange.
  • Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
    <!--quoteo(post=1893977:date=Jan 13 2012, 09:48 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jan 13 2012, 09:48 AM) <a href="index.php?act=findpost&pid=1893977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flamer is a clear anti structure. 2 Flamers kill a hive in a couple of second. The thing with the flamer is, it does max damage at a certain rang (3-4m) and heats up the enemy. So if you hit a skulk once both the other shots "miss" or are to close the aliens does not getting heated up resulting in low DMG.
    But perfect against structures!

    It is like the GL in NS1 but close-midrange.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is it? i remember even at last build (189 or 188) flamer was really silly against structures. It took a hour to kill a single Crag i remember. But is it become efficient against structures again at this build? Then i'm satisfied.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    IIRC the current design of the FT is to be a crippling weapon, i.e. it prevents aliens on fire from regenerating their energy. Therefore, I've always viewed it more as a support weapon (i.e. 1 FT with a pack of SG or GL marines to cripple fades/gorges). However, I think it can get powerful enough to do some decent damage to aliens/structures with weapon 3.
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