Flamethrower

GrabaxGrabax Join Date: 2012-11-02 Member: 165819Members
edited November 2012 in NS2 General Discussion
<div class="IPBDescription">not sure if bugged or just weak</div>Dear community

I'm total newb (even if i was beta tester i'm still noobz), every time i'm playing as marine my com never research flamethrowes because they are just too weak?
I think its good idea to buff that weapon.

Regards
Derp Derpson

Comments

  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    I think they're pretty decent now...kinda.

    The only problem is that the fire debuff doesn't seem to do anything besides the (so minor it may as well not be there) energy regen reduction. I hit a Skulk for 65 damage with the Flamethrower and he chased after me for the entire duration of the flame debuff (Had a Jetpack)...and not only did he not run out of energy, but he didn't die either. I would think that being <i>on fire</i> would do noticeable damage.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    they require an advanced armory (just like the grenade launchers do). it is also not a 1v1 weapon but more of a support weapon (as in: good to have one in a squad, not many): burning aliens are easier to see, they regenerate their energy slower, it burns lerk spores, it prevents mature whips from whacking grenades back, it deals 7x damage to cysts and clogs and since there is no friendly fire, it is an excellent weapon to cover teammates with. it's quite heavy so your movement speed is rather slow, but that does not matter if you get a jetpack.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    The flamethrower is a support weapon, it's main strength is the fact that it burns up and negates all gas, such as umbra and spores. It does need a "vs light" dmg buff.
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    <!--quoteo(post=2006050:date=Nov 2 2012, 12:16 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Nov 2 2012, 12:16 PM) <a href="index.php?act=findpost&pid=2006050"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flamethrower is a support weapon, it's main strength is the fact that it burns up and negates all gas, such as umbra and spores. It does need a "vs light" dmg buff.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Forgot to mention that it kills alien energy regeneration.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited November 2012
    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>TAKE NOTE UWE</b><!--sizec--></span><!--/sizec-->

    I have always thought this about the late tier weapon that is the flamethrower, and how it will be percieved.

    The assumption (and it should be a correct assumption due to cost/time it appears) is that higher upgrades will do more damage to aliens, yet to me it has its own category as a support unit. If you can imagine it, a mid-late game Gorge but for marines.

    The flamer does need more support roles I think, setting things alight for area denial, or some other factor. But to buy a weapon for 25 in the mid-late game and go down to a single skulk must be confusing!

    The original OP (as others have mentioned) this weapon plays a support role. I believe it stops whips from hitting grenades away, reduces energy of aliens, destroys infestation VERY quickly. I can't remember what else off the top of my head.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    <!--quoteo(post=2006086:date=Nov 2 2012, 09:32 AM:name=ItAx)--><div class='quotetop'>QUOTE (ItAx @ Nov 2 2012, 09:32 AM) <a href="index.php?act=findpost&pid=2006086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Forgot to mention that it kills alien energy regeneration.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It helps reduce it, but it does not "kill it" they really need to increase the amount it reduces it by.
  • ItAxItAx Join Date: 2012-08-08 Member: 155046Members
    <!--quoteo(post=2006107:date=Nov 2 2012, 12:45 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Nov 2 2012, 12:45 PM) <a href="index.php?act=findpost&pid=2006107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It helps reduce it, but it does not "kill it" they really need to increase the amount it reduces it by.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well it doesn't kill it but it has a great inpact of such forms as fade.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I disagree on the energy reduction. In the early beta this was really frustrating for aliens.

    There are other things it could do, such as setting fire to your own structures to defend them (think nanoshield) temporarily.

    OR perhaps firing it at the ground for a moment or two could create a wall of flame to deny an enemy.

    Flaming exosuit anyone?

    If it is to be a support weapon, just make its uses really broad.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=2006131:date=Nov 2 2012, 02:04 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Nov 2 2012, 02:04 AM) <a href="index.php?act=findpost&pid=2006131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree on the energy reduction. In the early beta this was really frustrating for aliens.

    There are other things it could do, such as setting fire to your own structures to defend them (think nanoshield) temporarily.

    OR perhaps firing it at the ground for a moment or two could create a wall of flame to deny an enemy.

    Flaming exosuit anyone?

    If it is to be a support weapon, just make its uses really broad.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, they said they were thinking of secondary functions for the Flamethrower. My contribution was a fuel stick (that used ammo, 'cause...it is your ammo) that could be set on fire for area denial.
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