Shame in 6v6 you can't loose the dps of the 5th player for a support weapon. It would possibly become viable with the introduction of HMG (higher dps) as it would allow a support weapon to be played while maintaining similar dps.
I can see a FT working in 6v6 during a 4 or 5 man push on a hive. Every one would need to be playing perfect though, there's not much room for error. Protect the guy that's up near the hive with the flamer.
As said, FT has a lot of use. But it feels weak on its own, especially without JP.
FT without JP = walking steack with autocooking device.
FT with JP = BBQ of death grand master
As said, FT has a lot of use. But it feels weak on its own, especially without JP.
FT without JP = walking steack with autocooking device.
FT with JP = BBQ of death grand master
It does feel weak on its own. Good thing this is a team game.
Before release, UW intended the flamethrower to be volumetric -- filling vents and going around corners, etc. However, its my understanding the game engine just couldn't do this without severe performance problems. Too bad, it would have made for much more interesting close quarters combat.
It's 25 res that you will lose very quickly, since you are easy to take down by anything but a Skulk (and even Skulks can easily kill you if they catch you off guard). If your commander doesn't medpack you fast enough, you will lose it very quickly because aliens will easily wear you down, focusing on the weakest link.
It becomes very frustrating if the survival of such a high investment depends solely on the competence of your team mates and not the guy who actually made that investment.
It is in a weird spot though because an uncoordinated team can't use them, but a coordinated team is probably good enough to just buy a bunch of shotguns.
its easy to kill 2 skulks and allow the rest of the team to kill a non regen or adrenaline... if u die.. guess what?! ppl can pick your gun up! 2 skulks down, possible team kills of higher lifeforms, and rushing their healing stations, for a recyclable weapon... seems worth it. shooting around corners is just going to piss people off even more about dying around corners...
Before release, UW intended the flamethrower to be volumetric -- filling vents and going around corners, etc. However, its my understanding the game engine just couldn't do this without severe performance problems. Too bad, it would have made for much more interesting close quarters combat.
Butt, still perhaps the animation could be made prettier and more flame like?
I think FT is okay. Problem here is that people use it as weapon and not as support. I.e. to stop buildings from active, to burn down spores/umbra/bile, stop energy regen etc. Should probably more communicated how it works, because it isn't really intuitive in all regards.
I think FT is okay. Problem here is that people use it as weapon and not as support. I.e. to stop buildings from active, to burn down spores/umbra/bile, stop energy regen etc. Should probably more communicated how it works, because it isn't really intuitive in all regards.
funny that everyone is going off about balance when the OP's main gripe is about the animation...... The OP is right about the animation/"physics" of the flame out of the flamethrower is terrible. It should more closely resemble the flame in the flamethrower in Team Fortress 2.
In it's current state, it just completely terrible and not what one would expect ouf of a flame.
I remember when people started bitchin about the flame not matching the hitbox in TF2.
That weapon went through a lot of changes and it took a long time.
It´d be easier to replace the thing with something that is always going to be broken from one angle.
Also it destroys my fps when I´m trying to eat as a skulk.
Comments
FT without JP = walking steack with autocooking device.
FT with JP = BBQ of death grand master
It does feel weak on its own. Good thing this is a team game.
It becomes very frustrating if the survival of such a high investment depends solely on the competence of your team mates and not the guy who actually made that investment.
Butt, still perhaps the animation could be made prettier and more flame like?
Yup. 221x3 = 663 = dead fade
221x2 = 442 = fade can run away.
I see wut u did there!
In it's current state, it just completely terrible and not what one would expect ouf of a flame.
I remember when people started bitchin about the flame not matching the hitbox in TF2.
That weapon went through a lot of changes and it took a long time.
It´d be easier to replace the thing with something that is always going to be broken from one angle.
Also it destroys my fps when I´m trying to eat as a skulk.
The only decent use I have for it is to stop an Onos killing a power node. Their energy completely disappears.