the marines get all the fun toys and its not fair, give the flamethrower to the at the moment useless onos as its third hive abillity
OR how about this, after the onos eats a marine after its done devouring it it gets indigestion and BURPS UP FIRE!!!!!! it'd be killing two birds with one stone and give the onos a reason to stick around after it just devoured a rine
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah, and if the Lerk could spray the flame thrower straight down it could hover without flapping!
whats wrong with that idea at all? what do you propose mr smarty pants? that we just don't HAVE A COUNTER for a FT if the marines get one? that we just let the aliens crash and burn and don't care?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Oops
Sorry Avenger-X I was just kidding around, I like the idiea of a flame-thrower in the game. I guess I should put a j/k at the end of my post if I am posting in jest.
<!--QuoteBegin-Avenger-X+Jun 24 2004, 11:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Avenger-X @ Jun 24 2004, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> andways, animals right and people would just camp with there newly aquired flame thrower , if anything I vote the onos should learn to breath fire and get the FT it anything <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> LOL! Marine has FT -> Onos devours Marine w/ FT -> Onos gets Fire Breath! w00t! but ya, seriously ppl the FT would be merely a novelty item and would not provide any usefull addition to gameplay. Need to clear vents? Get a GL. The only counter to Umbra should be mass concentration of aim on a target by a group of marines. FT would also have a reload time as he said and would thus be as useless in vent clearing as HMG/pistol. Volumetric effects would be hard to initiate in HL and besides, the only way to ensure volumetric dispersion would be to stand DIRECTLY infront of the vent and empty the ENTIRE canaster into the vent. Now how many vents do you know that are on eye-level with a marine? and for those vents the FT would be useless because you could just as easily unload your pistol down the vent. The only imaginable use for the FT would be a high damage weapon against structures, sort of like a suped-up 1.04 welder, dealing increadible damage against things like RTs and Hives, but then thats no good either because SG rush is hard enuff to defend against let alone a FT rush. FT would be too overpowering if easily accessible and totally useless if made too costly, either way FT is a lose-lose situation.
<!--QuoteBegin-Dragon_Mech+Jun 24 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jun 24 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The flamthrower is going to be a vent-cleaner. For that pesky spore-spamming lerk. Since when has a marine in a vent been a big problem? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> the gl does a pretty good job of clearing vents.
<!--QuoteBegin-frostymoose+Jun 25 2004, 06:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Jun 25 2004, 06:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> flamethrower igniting umbra, or anything igniting umbra is one of the worst ideas for NS that i have ever heard and I hope that nobody has to ask why. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> actually i find it to be a pretty good idea, because if it was used intellegently the flamethrower marines would be killing themselves more times than they would be killing anything else
why not give them a can of gas so that you can have a trap for onoses that will burn them to hell. backdraws to flamethrower 1- can't have j-p and flamethrower at same time 2- if back of marine is hit alot it explodes because of the fuel tank 3- limited ammo supply
are u some sort of alien lover? i mean the onos can pwn the whole game in many cases. now make em even stronger? i think the flamethower would be a cool add on, but the rines don't need it given the neat toys they already have. jeez give the onos the flamethrower. now every1 is gonna res **** just to go onos and quite possibley end the game in under 10 minutes. i've never been a fan of early onos cuz it sux for the marines and sux for the aliens that acutally contributed to the team and just as they were gonna have some fun the onos whipes everything out. but hey, im naked. what ya gonna do about it.
<!--QuoteBegin-shanks+Jun 25 2004, 03:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (shanks @ Jun 25 2004, 03:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i don't think people should adopt the attitude of "it isn't needed"...
Elec ndoes and Tfac's isn't needed, shotguns and HMG's aren't needed, onos and fades aren't needed... the game could still be played with standard LMG + pistol marines vs skulks and gorges
why isn't it? because it would be boring.
there would be no variety, no "wow" factor that so many people have come to love in NS - this game has a huge variety of strategies and styles of play.
it would have it's palce as said -either for a high level alien move (ie onos tier 3) or as a replacement for the GL (again, the realism approach to it is sensible - wouldn't use grenades in a spaceship... flamethrowers maybe)
personally? i'd like to see the flame thrower replacing acid rocket - it would fit perfectly being sprayed out that little arm on the side, and then charge just needs adressing and it's done.
I also like the idea of it being used instead of HA / JP ... a third proto tech so to speak - I dunno - loads of ideas with this one... bear in mind there is still no guarantee that it will be implemented - it might not be worth Flay & Co. hacking up all the code when I imagine HL2 would allow you to do it far easier.... (if NS even gets ported? who knows) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> elec nodes/tfs, shotguns, hmgs, onos, fades.....those are all needed because they have different uses for different occasions.
(ie shotguns for quick devastating bursts at short range, fades for hit and run tactics, lerks for support, etc)
the flame thrower has been suggested as a "vent clearer" but the grenade launcher already does that.
it isnt needed because its redundant. it would be like suggesting another builder alien.
btw on a side note - i always thought that the flame thrower in other games were for nothing but lame **** spamming. if for some reason this gets implemented, i foresee a lot of marines just blindly spraying rooms and overlapping fire.
<!--QuoteBegin-fURiOUS gEOrGE+Jun 26 2004, 01:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (fURiOUS gEOrGE @ Jun 26 2004, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-shanks+Jun 25 2004, 03:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (shanks @ Jun 25 2004, 03:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i don't think people should adopt the attitude of "it isn't needed"...
Elec ndoes and Tfac's isn't needed, shotguns and HMG's aren't needed, onos and fades aren't needed... the game could still be played with standard LMG + pistol marines vs skulks and gorges
why isn't it? because it would be boring.
there would be no variety, no "wow" factor that so many people have come to love in NS - this game has a huge variety of strategies and styles of play.
it would have it's palce as said -either for a high level alien move (ie onos tier 3) or as a replacement for the GL (again, the realism approach to it is sensible - wouldn't use grenades in a spaceship... flamethrowers maybe)
personally? i'd like to see the flame thrower replacing acid rocket - it would fit perfectly being sprayed out that little arm on the side, and then charge just needs adressing and it's done.
I also like the idea of it being used instead of HA / JP ... a third proto tech so to speak - I dunno - loads of ideas with this one... bear in mind there is still no guarantee that it will be implemented - it might not be worth Flay & Co. hacking up all the code when I imagine HL2 would allow you to do it far easier.... (if NS even gets ported? who knows) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> elec nodes/tfs, shotguns, hmgs, onos, fades.....those are all needed because they have different uses for different occasions.
(ie shotguns for quick devastating bursts at short range, fades for hit and run tactics, lerks for support, etc)
the flame thrower has been suggested as a "vent clearer" but the grenade launcher already does that.
it isnt needed because its redundant. it would be like suggesting another builder alien.
btw on a side note - i always thought that the flame thrower in other games were for nothing but lame **** spamming. if for some reason this gets implemented, i foresee a lot of marines just blindly spraying rooms and overlapping fire. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think you kind of missed the point shanks was trying to make... but oh well
I like what nemi said about the FT being a agressive defense, a flamethrower would be realyl hevie and slow down the movement of a marine should he couldn't use a JP with it I think and so it wouldn't be too powerfull
maybe they should add the FT in the next version just to see how it turns out! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i'd only support the flamethrower if the lerk has it. For the sole reason that if he breathes it with no energ, he falls to the ground on his bum, dizzy and coughs a small cute fireball. SPYRO the Lerk!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Onos? Breathing fire? A large space cow that can swallow humans whole and breath fire at anyone that attempts to intervene?
I see the comedy factor, but I personally think that would be stupid/
I also like the idea of replacing the GL with a flamethrower. But primarily due to the said "cool" factor, running around a space ship with a flamethrower? Nice. Be nice if it could light up the whole area as well, then you could use it as an extravagant flash light to check for any Kharaa hiding in the dark corner.
Wouldnt it be horrible for cloaked Kharaa though? A marine walks into a room, and sprays around with his flamethrower just in case theres an alien there....whoomph goes our poor skulk, and he cant recloak coz hes turned into a roaring fireball for a few seconds!
<!--QuoteBegin-AlienCow!+Jun 26 2004, 04:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AlienCow! @ Jun 26 2004, 04:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onos? Breathing fire? A large space cow that can swallow humans whole and breath fire at anyone that attempts to intervene?I see the comedy factor, but I personally think that would be stupid/ <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Exactly what I thought.
Could you please stop treating this thread as a general dumping place for stuff that belongs into Ideas & Suggestions? It's an actually quite interesting discussion point, and I'd hate to lock it because people decided to venture into a discussion about the advantages of new Lerk setups or dragon/Onos hybrids.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I do NOT see the use of adding a Flamethrower in Natural Selection, pls enlighten me...
Oh and for the balance, just make the Onos stronger (+health & +attack) and make him available only when there are 2+ hives...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you want to justify additions to the game against its balance, they'll always fail. Any significant change to the game will change the way it is being played, and thus also alter the balance. Only insignificant additions can be implemented without of adjusting the games balance. Thus, balance arguments can never be reason against an addition, they can only be reasons against an immediate implementation to avoid further delays in the games development. If you believe that the flamethrower could not enrich the game - provided it is being acceptably balanced -, by all means tell us why. But realize that this and the technical possibility of the implementation are the only two qualifiers for an additions validity.
I still have no reasons why the Flamethrower should be added/replace an excisting weapon.
[offtopic?] The Onos now is near useless with its puny amount of health.. It is put down to the level of a "hit and runner", which is the job of the Fade. [/offtopic?]
Seriously people, stop saying the same things over and over. We saw "Flamethrower won't add anything" the first time. Nonetheless, Zaggy, the flamethrower would add a "wow" factor to the game that none of the guns create. It would also be more practical and realistic than the GL, but still maintain some of its traits, such as siege damage, vent clearing, and indirect fire (you can use the volumetrics to bounce flames around a corner). I also love the idea of catching a cloaked alien on fire. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I would like to see the idea of the flame thrower nullifying regeneration, it would help stop uber fades for a bit, that would make it an aggressive defensive weapon.
Of course it'd have other uses but the regeneration one I think would be the most useful, does anyone else agree? It'd needed tweaking but it may be do-able.
What if one of the aliens (gorge) got hte flamethrowertype attack but didnt do much damage and reversed marine welds or something. Maybe stuff aliens can weld closed to cut off marines like marines do today.
<!--QuoteBegin-|999|Hydralisk+Jun 26 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|999|Hydralisk @ Jun 26 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What if one of the aliens (gorge) got hte flamethrowertype attack but didnt do much damage and reversed marine welds or something. Maybe stuff aliens can weld closed to cut off marines like marines do today. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> the flame thrower should be something really cool and intense, not some handy tool that the gorge has to weld things, I think that aliens having more control of the map would be kind of cool. but don't waste the flame thrower to do it.
plus the maps are on MARINE ships and spacedocks and stuff so it figures that there the ones that control on their home turf
Flamethrower would be quite cool, but it should have limited range, i hate to say it, but think Starcraft... what is the Zerg counter to the Firebat? Something really strong like an Ultralisk (Onos) or Hydras... i propose giving the Aliens another ranged unit, because they really do need it... something that is medium speed-wise, similar to a Fade without it's leap, but its Shooting attack doesnt spam acid all over the place, its a direct shot, more or less with the spread of a machinegun or shotgun.
Of course, it would be a high tech tree with long reloads. Maybe make it weaker against units with touch armor like the Onos or Fade (if that is possible)
Personally, give the marine commander a choice I think. You have to research the tech for both GL's and for the Flame thrower. Whichever one is active is the only one that the commander can drop. That would give a broader mix of strategies. do I wanna go Slash and Burn(hehe) or defend the base with Nade spam? One or the other only at one time. If you want Launchers later after youve got the FLame thrower, youd have to pay an equipment penalty and give up your Launchers. That sounds fair to me, and give some strategy to the Comm.
I dont know how you could balance NS for aliens if marines get a flamethrower <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
especially since 10 skulks could seemingly get owned by 1 LA flamethrower along with a LMger. I could also see psosible spammage of it, Comms only dropping Flamrthrowers.
I dont see why a comm would rather give a marine a Shotgun when you have something that
Clears vents
Obviously will own skulks (the PRIMARY source of the alien team)
and if the flame stick to structures and aliens like a jelly. Well then, all i have to say is I doubt ill be playing NS anymore as alien.
I do infact like the fact of it replacing the GL, it would Put Hand Grenades to use.
bring back lerk spikes aliens really need a long range weapon <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
and level three weapons nade spam doesn't own skulks at all? the skulks are like little foot soldiers that should get owned by upgraded marines, but LMGers allso get owned by fades and oni
First of all, don't get started into balance reasons for the flame thrower and look too far into it. Nemesis did a good job of explaining why not being necessary for balance isn't relevant for new suggestions.
<b>The flamethrower would be added because it is cool.</b>
That's it, that's all. People want it because it's cool, and after it's in it can be given a purpose and the game can be balanced to include it. Don't look any deeper into the issue than that. There's nothing wrong with that; why do you thing HGs and catpacks were added? Now that that's out of the way, the first order of business is to establish a purpose for the flamethrower. My ideas:
-Vent clearing, of course. This could maybe be accompanied by a small nerf to GL vent clearing, like maybe the removal of explosion-on-impact against aliens(not structures). Don't bother talking about replacing the GL with the flamethrower because that's not going to happen. -Anti hit-and-run: have the flamethrower light aliens aflame for maybe 5-10 seconds, doing minimal damage but stopping or weakening the effects of healing(Regen, Ds, metabolize, gorges). Would be an excellent Fade/Onos counter, forcing them to wait longer before returning. Umbra would smother the flames prematurely. -Upgrade chambers set on fire by the flamethrower would no longer serve their purpose until the flame goes back out. Sensories wouldn't cloak anything, movements wouldn't teleport or boost energy, and Ds wouldn't heal. Again, minimal damage.
Just basic ideas, don't complain if they sound overpowered because all I'm trying to do is establish a role that the flamethrower could fill without being redundant. I'm invisioning the flamethrower as a support weapon against units and a vent clearer, rather than anti-structure like the GL is.
Comments
OR how about this, after the onos eats a marine after its done devouring it it gets indigestion and BURPS UP FIRE!!!!!! it'd be killing two birds with one stone and give the onos a reason to stick around after it just devoured a rine
whats wrong with that idea at all? what do you propose mr smarty pants? that we just don't HAVE A COUNTER for a FT if the marines get one? that we just let the aliens crash and burn and don't care?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Oops
Sorry Avenger-X I was just kidding around, I like the idiea of a flame-thrower in the game. I guess I should put a j/k at the end of my post if I am posting in jest.
LOL! Marine has FT -> Onos devours Marine w/ FT -> Onos gets Fire Breath! w00t!
but ya, seriously ppl the FT would be merely a novelty item and would not provide any usefull addition to gameplay. Need to clear vents? Get a GL. The only counter to Umbra should be mass concentration of aim on a target by a group of marines. FT would also have a reload time as he said and would thus be as useless in vent clearing as HMG/pistol. Volumetric effects would be hard to initiate in HL and besides, the only way to ensure volumetric dispersion would be to stand DIRECTLY infront of the vent and empty the ENTIRE canaster into the vent. Now how many vents do you know that are on eye-level with a marine? and for those vents the FT would be useless because you could just as easily unload your pistol down the vent. The only imaginable use for the FT would be a high damage weapon against structures, sort of like a suped-up 1.04 welder, dealing increadible damage against things like RTs and Hives, but then thats no good either because SG rush is hard enuff to defend against let alone a FT rush. FT would be too overpowering if easily accessible and totally useless if made too costly, either way FT is a lose-lose situation.
the gl does a pretty good job of clearing vents.
actually i find it to be a pretty good idea, because if it was used intellegently the flamethrower marines would be killing themselves more times than they would be killing anything else
1- can't have j-p and flamethrower at same time
2- if back of marine is hit alot it explodes because of the fuel tank
3- limited ammo supply
¿?Nate Dawg was here¿?
Tweak the number of how long it lasts.
We all know in D&D trolls were hard to kill, that you had to use acid or fire or ect to kill them right because they regenerated to fast?
Regeneration is used far to much, so here is my idea.
Flame Thrower stops regeneration for a set amount of time or something similiar, THAT would be it's use.
It may be massively overpowered but I like this idea and now will be quiet again.
marines already have plenty of toys the onos deserves the TF and some beefs and go back to a 100 res
Elec ndoes and Tfac's isn't needed, shotguns and HMG's aren't needed, onos and fades aren't needed... the game could still be played with standard LMG + pistol marines vs skulks and gorges
why isn't it? because it would be boring.
there would be no variety, no "wow" factor that so many people have come to love in NS - this game has a huge variety of strategies and styles of play.
it would have it's palce as said -either for a high level alien move (ie onos tier 3) or as a replacement for the GL (again, the realism approach to it is sensible - wouldn't use grenades in a spaceship... flamethrowers maybe)
personally? i'd like to see the flame thrower replacing acid rocket - it would fit perfectly being sprayed out that little arm on the side, and then charge just needs adressing and it's done.
I also like the idea of it being used instead of HA / JP ... a third proto tech so to speak - I dunno - loads of ideas with this one... bear in mind there is still no guarantee that it will be implemented - it might not be worth Flay & Co. hacking up all the code when I imagine HL2 would allow you to do it far easier.... (if NS even gets ported? who knows) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
elec nodes/tfs, shotguns, hmgs, onos, fades.....those are all needed because they have different uses for different occasions.
(ie shotguns for quick devastating bursts at short range, fades for hit and run tactics, lerks for support, etc)
the flame thrower has been suggested as a "vent clearer" but the grenade launcher already does that.
it isnt needed because its redundant. it would be like suggesting another builder alien.
btw on a side note - i always thought that the flame thrower in other games were for nothing but lame **** spamming. if for some reason this gets implemented, i foresee a lot of marines just blindly spraying rooms and overlapping fire.
Elec ndoes and Tfac's isn't needed, shotguns and HMG's aren't needed, onos and fades aren't needed... the game could still be played with standard LMG + pistol marines vs skulks and gorges
why isn't it? because it would be boring.
there would be no variety, no "wow" factor that so many people have come to love in NS - this game has a huge variety of strategies and styles of play.
it would have it's palce as said -either for a high level alien move (ie onos tier 3) or as a replacement for the GL (again, the realism approach to it is sensible - wouldn't use grenades in a spaceship... flamethrowers maybe)
personally? i'd like to see the flame thrower replacing acid rocket - it would fit perfectly being sprayed out that little arm on the side, and then charge just needs adressing and it's done.
I also like the idea of it being used instead of HA / JP ... a third proto tech so to speak - I dunno - loads of ideas with this one... bear in mind there is still no guarantee that it will be implemented - it might not be worth Flay & Co. hacking up all the code when I imagine HL2 would allow you to do it far easier.... (if NS even gets ported? who knows) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
elec nodes/tfs, shotguns, hmgs, onos, fades.....those are all needed because they have different uses for different occasions.
(ie shotguns for quick devastating bursts at short range, fades for hit and run tactics, lerks for support, etc)
the flame thrower has been suggested as a "vent clearer" but the grenade launcher already does that.
it isnt needed because its redundant. it would be like suggesting another builder alien.
btw on a side note - i always thought that the flame thrower in other games were for nothing but lame **** spamming. if for some reason this gets implemented, i foresee a lot of marines just blindly spraying rooms and overlapping fire. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think you kind of missed the point shanks was trying to make... but oh well
I like what nemi said about the FT being a agressive defense, a flamethrower would be realyl hevie and slow down the movement of a marine should he couldn't use a JP with it I think and so it wouldn't be too powerfull
I see the comedy factor, but I personally think that would be stupid/
I also like the idea of replacing the GL with a flamethrower. But primarily due to the said "cool" factor, running around a space ship with a flamethrower? Nice. Be nice if it could light up the whole area as well, then you could use it as an extravagant flash light to check for any Kharaa hiding in the dark corner.
Wouldnt it be horrible for cloaked Kharaa though? A marine walks into a room, and sprays around with his flamethrower just in case theres an alien there....whoomph goes our poor skulk, and he cant recloak coz hes turned into a roaring fireball for a few seconds!
Eh still sounds cool.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--><span style='color:yellow'><<<</span><span style='color:orange'><<<</span><span style='color:red'>)))</span>
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Exactly what I thought.
Oh and for the balance, just make the Onos stronger (+health & +attack) and make him available only when there are 2+ hives...
Could you please stop treating this thread as a general dumping place for stuff that belongs into Ideas & Suggestions? It's an actually quite interesting discussion point, and I'd hate to lock it because people decided to venture into a discussion about the advantages of new Lerk setups or dragon/Onos hybrids.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I do NOT see the use of adding a Flamethrower in Natural Selection, pls enlighten me...
Oh and for the balance, just make the Onos stronger (+health & +attack) and make him available only when there are 2+ hives...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you want to justify additions to the game against its balance, they'll always fail. Any significant change to the game will change the way it is being played, and thus also alter the balance. Only insignificant additions can be implemented without of adjusting the games balance.
Thus, balance arguments can never be reason against an addition, they can only be reasons against an immediate implementation to avoid further delays in the games development.
If you believe that the flamethrower could not enrich the game - provided it is being acceptably balanced -, by all means tell us why. But realize that this and the technical possibility of the implementation are the only two qualifiers for an additions validity.
[offtopic?]
The Onos now is near useless with its puny amount of health.. It is put down to the level of a "hit and runner", which is the job of the Fade.
[/offtopic?]
Of course it'd have other uses but the regeneration one I think would be the most useful, does anyone else agree? It'd needed tweaking but it may be do-able.
the flame thrower should be something really cool and intense, not some handy tool that the gorge has to weld things, I think that aliens having more control of the map would be kind of cool. but don't waste the flame thrower to do it.
plus the maps are on MARINE ships and spacedocks and stuff so it figures that there the ones that control on their home turf
Of course, it would be a high tech tree with long reloads. Maybe make it weaker against units with touch armor like the Onos or Fade (if that is possible)
You have to research the tech for both GL's and for the Flame thrower. Whichever one is active is the only one that the commander can drop. That would give a broader mix of strategies.
do I wanna go Slash and Burn(hehe)
or defend the base with Nade spam?
One or the other only at one time. If you want Launchers later after youve got the FLame thrower, youd have to pay an equipment penalty and give up your Launchers. That sounds fair to me, and give some strategy to the Comm.
especially since 10 skulks could seemingly get owned by 1 LA flamethrower along with a LMger. I could also see psosible spammage of it, Comms only dropping Flamrthrowers.
I dont see why a comm would rather give a marine a Shotgun when you have something that
Clears vents
Obviously will own skulks (the PRIMARY source of the alien team)
and if the flame stick to structures and aliens like a jelly. Well then, all i have to say is I doubt ill be playing NS anymore as alien.
I do infact like the fact of it replacing the GL, it would Put Hand Grenades to use.
<b>The flamethrower would be added because it is cool.</b>
That's it, that's all. People want it because it's cool, and after it's in it can be given a purpose and the game can be balanced to include it. Don't look any deeper into the issue than that. There's nothing wrong with that; why do you thing HGs and catpacks were added? Now that that's out of the way, the first order of business is to establish a purpose for the flamethrower. My ideas:
-Vent clearing, of course. This could maybe be accompanied by a small nerf to GL vent clearing, like maybe the removal of explosion-on-impact against aliens(not structures). Don't bother talking about replacing the GL with the flamethrower because that's not going to happen.
-Anti hit-and-run: have the flamethrower light aliens aflame for maybe 5-10 seconds, doing minimal damage but stopping or weakening the effects of healing(Regen, Ds, metabolize, gorges). Would be an excellent Fade/Onos counter, forcing them to wait longer before returning. Umbra would smother the flames prematurely.
-Upgrade chambers set on fire by the flamethrower would no longer serve their purpose until the flame goes back out. Sensories wouldn't cloak anything, movements wouldn't teleport or boost energy, and Ds wouldn't heal. Again, minimal damage.
Just basic ideas, don't complain if they sound overpowered because all I'm trying to do is establish a role that the flamethrower could fill without being redundant. I'm invisioning the flamethrower as a support weapon against units and a vent clearer, rather than anti-structure like the GL is.