Flamethrowers burning off bilebomb.
Arkanti
pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">Give Flamers more utility?</div>As it is now, Bilebomb is incredibly frustrating to deal with because not only does it stack damage over time, but it's impossible to repair structures when the effect is active.
The Flamethrower's role is currently focussed on disabling alien abilities and purging their infestation, I think it would fit within this archetype to also burn off Bile from team-mates and structures. I'm unsure whether it should require a sustained focus from the flames or be instantaneous such as when dealing with lerk spores, as it may be too powerful of a counter if it works instantly but too weak otherwise.
What do you guys think?
The Flamethrower's role is currently focussed on disabling alien abilities and purging their infestation, I think it would fit within this archetype to also burn off Bile from team-mates and structures. I'm unsure whether it should require a sustained focus from the flames or be instantaneous such as when dealing with lerk spores, as it may be too powerful of a counter if it works instantly but too weak otherwise.
What do you guys think?
Comments
They've already discussed making all marine weapons cost 25 res, which I agree with. I know that flamethrowers are an extremely rare priority, and I'm trying to make them less so by increasing their functionality as a support tool. We don't want the FT to become more like the death laser it once was, so we should try and think of ways for it to become useful besides increased dps.
<!--quoteo(post=1928382:date=Apr 22 2012, 02:50 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 22 2012, 02:50 PM) <a href="index.php?act=findpost&pid=1928382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flamethrowers already counter BB. They light Lerks on fire, stopping them from dropping any more bombs after their energy runs out.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerk flies through and bilebombs until out of energy, gets out and extinguishes itself. Rinse and repeat. Catching a lerk on fire in this situation(which is the one I'm referring to and what's causing the most issues at this time) doesn't really change much.
one might be worried about how much the FT counters the lerk then (as it also burns their gas) but it's range is very limited so you can often keep your distance and try to spike the marine away before doing anything else.
one might be worried about how much the FT counters the lerk then (as it also burns their gas) but it's range is very limited so you can often keep your distance and try to spike the marine away before doing anything else.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, and I'd gladly trade burning away Gas for Bilebomb.
this is what the guy is trying to address here by giving them more utility and giving people a REASON to get them.
I like the idea, I think we're also still waiting for flamers to be able to burn lerk gas away aren't we?
Also it would be cool if they burnt infestation away aswell (but it would regrow after 10~secs or so if the cyst is still alive) just because it would be a neat effect.
this is already implemented and working, i tested it out.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also it would be cool if they burnt infestation away aswell<!--QuoteEnd--></div><!--QuoteEEnd-->
i think this is planned since ages. my guess is that they wait for the dynamic infestation to make it into the game before implementing any kind of interaction with the flamethrower.
in the meantime, i'd appreciate it if they made cysts very weak against flamers so they'd live up to the role they were given early on.
as a side note, burning whips cannot whack grenades back.
Look I know its a game and all, and realism comes after gameplay, but honestly, this is one step away from a gun that shoots healing bullets.
Look I know its a game and all, and realism comes after gameplay, but honestly, this is one step away from a gun that shoots healing bullets.<!--QuoteEnd--></div><!--QuoteEEnd-->
what is realism in a sci-fi game? just pretend the marines armour is made of nanites that shield them from the flames
very geeeewd idea that would solve alot of problems for marines...
bad news for me.. i play on the marine side or the lerk side... :) i doo like bile bombing
again great idea
Adding a hard counter to BB would make it even more difficult to crack a Marine turtle.
Adding a hard counter to BB would make it even more difficult to crack a Marine turtle.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're kinda missing the point of "hard counter." Marines don't just research flamethrower and make BB obsolete. To stop one lerk at one base, you need a marine to purchase a more expensive flamethrower and dedicate an equal amount of time to clearing the buildings. This isn't a hard counter, it's a response, one which the game currently lacks.
Actually, it's the definition of a hard counter. A BB Lerk can not damage a Marine base being watched over by a FT. His attack is negated, pure and simple. That's a hard counter.
A soft counter would be if lighting the Lerk on fire slowed his energy regen, allowing skilled Lerks who could evade damage well to drop another BB or two before retreating and re-entering the room later, but allowing skilled teams to simply kill an unskilled Lerk when he predictably tries to leave through one of the easily camped exits.