Aestetically flamethrowers have ALWAYS looked like crap in EVERY game I've ever played. Whoa whoa wait... Return to Castle Wolfenstein had the only good one. It wasn't simply their fire sprite repeated a hundred times over.
yeah. RtCW had a SWEET flamethrower. Turok2 had a very good flamethrower too.
I think someone said something about it being useless unless you're very close to a target.. I think you're wrong. If you've ever watched Aliens, near the end when Ripley is in the hive she has a flamethrower, and it's quite effective a good 30 feet away. Distance, while a factor, is not as much a factor as you seem to make it. I think the FT would be more effective at range than the shotgun. however, it wouldn't do as much damage as a shotgun up close. it would be more like a damage over time weapon. So in that respect I think it balances a bit. Shotgun is devastating up close, but not so much even a little farther away. FT would have the same effectiveness up to a point, but after that point it would be useless, and not do as much damage in that range as a SG could in a single blast. this is all subjective to the numbers NS2 team ultimately chooses of course.
I think if fire can ignite alien structures and Dynamic Infestation, the aliens need some way of putting the fire out. Perhaps The gorges could become the alien firefighters, with spit and bile bomb putting out fires.
-Another thing, how do you know that the aliens use oxygen? If they don't, the oxygen thing could be a disadvantage only to marines, limiting their use of the flamethrower. I think the last thing anyone wants is flamethrower spammers.
I like the idea that gorges can put out fires would make sense.
Skulks leap could extinguish fire on the individual Onos stomp could extinguish fire but not on themselves. Like a rhino the fireman of the animal kingdom. Its true ! but all other lifeforms need a gorge or onos to put out flames.
I totally agree. no flame thrower spammers. I just dont know how the Dev's are going to do it. i thought the oxygen senario fitted in quite well but time will tell.
Maybe aliens breath carbon dioxide (they are bacteria and all) and the are advantaged when a flame thrower uses too much oxygen, that would put a huge spin on the use of the flamethrower.
Bacteria from the dead of space ! Maybe they dont breath at all. maybe oxygen environments give them adrinaline. you can explain everything away, it's the future. Lucky we invented such and such. ( thought bubble apears above players head ) well that explains it. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I didn't add this before but perhaps the flamethrower, like grenade launchers, can do double damage to structures as well as set them on fire. Flamethrowers should be primarily used for destroying Infestation and structures or as a support weapon eg: Spraying it to keep the aliens at bay as the rest of the squad reloads or assembles structures.
If a Flamethrower marine manages to get close to alien structures they should be able to deal out heaps of damage as they would be vulnerable to skulks and fades.
A few things. Gas masks don't provide oxygen, they filter it. If there is no oxygen you still can't breathe.
Jetpack fuel should not be shared with flamethrower fuel. Flamethrower fuel should not recharge. Flamethrowers already do not need to reload, some sort of turning on delay will probably be programmed in so people can't double the effectiveness by tapping the fire button. Recharging fuel would make this worse.
It would be difficult to get realistic oxygen depletion and replenishment based on the room you are in due to open vs closed doors, things like that. What would make more sense to me is to have a second volumetric trigger that fans out from the flames that triggers "oxygen levels" kind of like what spore gas does with lerks.
If flamethrowers consume oxygen the less oxygen there is the less powerful they will be. Fire running too long dies out. Open airlocks = fire extinguisher.
Oh my, i LOVE the idea with Oxygen thing! Imagine a situation while playing marines:
Commander: "Everyone get into PG. SG rush on hive. Please use vent to reach the hive, there's almost no oxygen in the 'main lift' and 'generator'"
etc. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Also, Flamethrower as a way to destroy Infestation is also great <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I like the ideas all of you have <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Flamethrowers is essential to a game like natural selection. I actually wonder why there weren't any in the first one? Burning your opponent is satisfying and effective, especialy compared to using a light assault rifle.
<!--quoteo(post=1590056:date=Dec 19 2006, 06:19 AM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Dec 19 2006, 06:19 AM) [snapback]1590056[/snapback]</div><div class='quotemain'><!--quotec--> Look at the function please.
A shortrange weapon designed to smoke out aliens, I assume from vents.
It would do the function of a grenade launcher and shotgun into one gun.
I guess this could be before the advanced armory.
As a weapon, I think it would be easy to wield and aim. It would probably be effective at revealing cloaked aliens. Nice. <!--QuoteEnd--></div><!--QuoteEEnd-->
Ah yes, easy to do damage but not very effective alone (aliens kill you even when their on fire).
Actually go check out the HL2 mod Eternal Silence, they actually did a decent job doing a flamethrower and it has the secondary fire of spraying fuel like you want Abaddon. Just using that one makes me dream of burning aliens and/or team mates and I am filled with glee.
<!--quoteo(post=1601194:date=Jan 23 2007, 06:34 PM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Jan 23 2007, 06:34 PM) [snapback]1601194[/snapback]</div><div class='quotemain'><!--quotec--> I'd like to also see the primary fire spray the fire, and the secondary just spray fuel. setting traps would be cool. <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1601194:date=Jan 23 2007, 05:34 PM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Jan 23 2007, 05:34 PM) [snapback]1601194[/snapback]</div><div class='quotemain'><!--quotec--> I'd like to also see the primary fire spray the fire, and the secondary just spray fuel. setting traps would be cool. <!--QuoteEnd--></div><!--QuoteEEnd--> Someone's played too much Unreal 2 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And the note on flamethrowers only being very close range. All you need to do is increase the pressure of the gas, or compund being used as fuel, and you instantly gain distance. Only in ficton are flamethrowers capable of firing at 30 feet. Real flamethrowers have been noted as being able to kill at 50 meters. It's all about the pressure, and your medium. Gas won't (apparently) travel as far as ignited napalm.
Which then bring us to the point that <b>Abaddon0</b> makes. Given that man usable flamethrowers in the modern age use napalm, it's more than feasible that you could turn off the flame, to spray the unignited napalm, and turn the flame back on at a whim.
I thought alt fire was confirmed for NS2? Anyways. Yes the range is very long; I've seen some footage from WWII with the flame throwers going hundreds of feet.
If the flame is ignited, the tank should drain slowly, 10 minutes of fuel or so, if it’s on, it should last for a minute or 2, to toggle the flame, secondary fire.
Nerf: Clip of igniters, 3, 5, 7, 10 I’m not sure how many. Each time your flame went out, you would have to reignite your flamethrower. Even more so could give them a chance of failure, 10% or so.
Ways of going out: Water: getting dunked in water puts out the flame. Gorge spit: a direct hit on the gun should put out the flame. Bile bomb: being in the area should have a chance of putting out the flame Umbra / spores: lack of O2 should put out the flame, or have a chance of putting it out.
Clip of igniters, 3, 5, 7, 10 I’m not sure how many. Each time your flame went out, you would have to reignite your flamethrower. Even more so could give them a chance of failure, 10% or so.
Ways of going out: Water: getting dunked in water puts out the flame. Gorge spit: a direct hit on the gun should put out the flame. Bile bomb: being in the area should have a chance of putting out the flame Umbra / spores: lack of O2 should put out the flame, or have a chance of putting it out. <!--QuoteEnd--></div><!--QuoteEEnd-->
most or all flamethrowers have built in igniters, you wouldnt need to but a clip of them. if anything, the comm should hand out Zippo lighters LOL
i like the ideas on how you could put out the flames, water should definately extinguish it. i think umbra should either extinguish the flame or reduce its power, as it already reduces the power of bullets...
spores shouldnt effect it, as aliens get it at the start on in the game, and i'm guessing the flamethrower would require an armory upgrade of some sort.... it would be heaps cooler if the spores were be flammable, but once ignited it the flames would hurt any marines or aliens in the cloud. that way if your base is being gassed, you can clear it, but at a cost to your team mates. it would also make the lerky think a little bit more about what gas he would use before attacking. he could potentially ignite a whole squad if they had a flamer, but he could also hurt any team mates attacking the marines.... this way flamethrower + spores could have a positive effect for both teams, depending on how they use it....
i think by limiting the number of times it can be ignited would balance the weapon, what ever your rational, even if it was electrical, there could be a logical limiting factor.
otherwise, you get 2 marines into the hive, they spray gas everywhere, wait till a spawn, then torch it, spray again with gas, and wait, torch... spawn camping would be brutal.
and as for exploding spores, i don't like it, as a clerk in the vents, sometimes i miss and hit the lip, that would just suck if it lit up and blew me to kingdom come.
the limitations of the flamethrower would be how fast it goes through its ammo, and the reload time if it has one. flamethrowers chew through fuel at an alarming rate..... there shouldnt be a limit on how many times you ignite it. maybe make it so a full tank will be depleted within 30sec of constant firing, that way nubs wont just spray flames everywhere and will conserve their shots....
and as for spores, its only going to ignite if the flames actually make contact with the gas. if theres no flame thrower there, marines take the spore dammage as usual. if you did clip the vent while trying to spore a marine, it wont ignite, and if a marine is close enough to the vent to ignite it, then you would probably be dead anyways.
spore would do more dammage to marines over time as the normal gas cloud, or deal a lower amount of quick dammage if ignited.
it would also end the debate about "air cleaners" and other buildings that suck up the gas, as suggested in other topics.
A flame thrower wouldn't be a useless weapon. As stated before it should go further then a shotgun. Also it would be an area effect meaning it would be great and damaging and clearing out multiple aliens especially skulks. I also don't imagine they'd make it really weak and useless.
It should work like all other weapons. It have a huge clip which would be it's fuel pack. You carry a few fuel packs and the commander can drop you more. There is no need for igniter's as spark lighters were invented a long time ago. When low on fuel you just pull out the used fuel pack, discard it, and put in a new one. Of course the loading time would be longer then most weapons.
I'm not so sure myself about igniting buildings on fire. Maybe if it only lasted a little bit but I don't want to have to run around putting out fires like the game is a fire fighter simulator.
I don't think the oxygen idea is a good one either. I could see this ending terribly when one idiot gets a flamethrower. Also you'd be very surprised how much oxygen is really in a room and how long it take to burn it all away to cause a black out. I'm sure a flamethrower couldn't do it with the alloted amount of fuel.
I think burning up spores is a brilliant idea, especially if you make the flamethrower a unupgraded armory weapon, which I think it should be. It would give marines some thing to counter spores of the early Lerkh and also clear out early game DI.
I also think umbra should almost completely nullify if not totally nullify the flame thrower. If you read <a href="http://www.unknownworlds.com/ns/?action=game-info&subaction=world" target="_blank">Six Days in Sanji</a>, umbra is described like water. When bullets travel through it they cling to it and slow down as if being fired under water. Apperantly umbra has a really high viscosity and wouldn't probably be flammable at all. Since it's not flammable I would imagine it would hinder or extinguish flames. I think it would look great if when the fire hit umbra it came to a very small flickering flame showing the fire being choked out by the umbra.
And yes flayra said he would give us some thing to burn away the DI. If it was a major thought in NS it probably is in NS2.
In my opinion, flamethrower is pretty nice, and awesome, but it'd ruin the game. Just imagine that, when in pupblic game, 3 or for flamethrowers set on fire a corridor. There is no alien taht came came throught. Maybe if ther's a salamnder-like alien, or gorges could split a jelly, that rakes out the fire. maybe. But all in all, im not a big Flamethrower fan....
i think for the flamer to ge effective, it needs to have a PUSH force so that aliens can't just run through the flames, effectivily it be like a shield,
-slow burn rate of damage to aliens, -double or triple or even quad against buildings, -flames push skulks and gorges away from player -good for clearing vents, infestation, and WOL
perhaps primary attack = long but thin flame (maximum offense) secondary attack = short but wide flame (maximum protection) holding both does something inbetween?
you could even do it so its dynamic i guess, hold primary fire to lenghthen and thin the flame until its reached its maximum lenght and thinnes, and then hold secondary fire to widen it to your liking..
the game is a bit too fast paced for setting traps for that to be of any use imo as mentioned above, yes gorgies would need to be able to extinguish <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Some work on flamethrower effects for NS is shown <a href="http://www.nsmod.org/forums/index.php?showtopic=2416&hl=flamethrower" target="_blank">here</a>.
I dont know, that it was mentioned perviously, but I'd like to recommend, that the Flamethrower should be needed to clear alien infestation...As aliens have more infestation on the map, then the marines could destroy it with their flamethrower, so it would be the essential element of the tactical game, not just "OOOOOOO, BURN 'EM ALLL!!!!!" style <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1582158:date=Nov 29 2006, 09:00 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 29 2006, 09:00 PM) [snapback]1582158[/snapback]</div><div class='quotemain'><!--quotec--> I love this idea. We'll have to see if the technology works out, but Flamethrowers could be used as the marine's area denial weapon.
How about this idea: Each room/area has a supply of oxygen that slowly replenishes. A player only sees the oxygen meter on his screen if the oxygen in the area is already below normal (or hes underwater), otherwise his oxygen meter fades out so it doesnt take too much screen space. Any fires in a room steadily consume the oxygen.
When oxygen falls below a set number (say 20% of normal?), both marines and aliens in the area are affected. Marines vision gets blurry, and if they stay too long they experience the drowning effect. Heavy Marines are not affected, because of the respirators. Aliens stop regaining adrenaline, and slowly lose hp at the same speed they normally gain hp (2% every 2 seconds).
The HP loss isnt crippling, but if they don't get out of the area soon, they will run out of adrenaline and be unable to fight. The Adrenaline upgrade would be countered, although the effects of a Movement Chamber could allow them to continue fighting. Regeneration should also probably be countered, but again the effects of a DC could allow them to regain health.
So using a flamethrower wouldn't be enough to drive aliens out of a fortified area, and also hinders the marines advance unless they have Heavy Armor. But it does effectively deny the aliens ability to attack through an area. And once Marines can pair Flamethrowers with Heavy Armor, it becomes a downright devastating tool. <!--QuoteEnd--></div><!--QuoteEEnd-->
I love that, BUT make it so that only a few, perhaps just one or two marines can have it at any one time. This creates an element of strategy. And somehow aliens have to have an equivalent counter.
BlooVillage Fool of UWFJoin Date: 2006-11-09Member: 58497Members
A Flame Thrower should be implanted, but make it effective only towards buildings.
Buildings on fire cannot be healsprayed (Does not count for hives). That way two gorges cannot keep those damned oc walls up and going for a really long time.
Area of denial will be important to both sides. Aliens have Dynamic Infestation; marines have Flamethrowers. What wrong with balancing that? Having both affect the physical atmosphere adds a huge new layer of territory control, strategy, and immersion.
Very cool. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Off-Topic, but sorta related:
<!--quoteo(post=1586943:date=Dec 11 2006, 03:40 AM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Dec 11 2006, 03:40 AM) [snapback]1586943[/snapback]</div><div class='quotemain'><!--quotec-->Maybe aliens breath carbon dioxide (they are bacteria and all) and the are advantaged when a flame thrower uses too much oxygen, that would put a huge spin on the use of the flamethrower. <!--QuoteEnd--></div><!--QuoteEEnd-->
That's bio-chemically, well, ignorant. Sorry but you need to be informed it seems that CO2 is a LOW potential energy molecule where as O2 is quite reactive indeed. The Kharaa aren't trees either, they are more animal and fungi like than plant. Especially for the "lifeforms" they grow and evolve <i>insanely</i> fast and move very fast too. All that activity requires insane amounts of chemical energy to be released. You have to ADD energy into CO2 to use it, you RELEASE energy when you burn or catalyze something in oxygen. Please think your logic out on something like that before you post, or please don't post.
Comments
I think someone said something about it being useless unless you're very close to a target.. I think you're wrong. If you've ever watched Aliens, near the end when Ripley is in the hive she has a flamethrower, and it's quite effective a good 30 feet away. Distance, while a factor, is not as much a factor as you seem to make it. I think the FT would be more effective at range than the shotgun. however, it wouldn't do as much damage as a shotgun up close. it would be more like a damage over time weapon. So in that respect I think it balances a bit. Shotgun is devastating up close, but not so much even a little farther away. FT would have the same effectiveness up to a point, but after that point it would be useless, and not do as much damage in that range as a SG could in a single blast. this is all subjective to the numbers NS2 team ultimately chooses of course.
Perhaps The gorges could become the alien firefighters, with spit and bile bomb putting out fires.
-Another thing, how do you know that the aliens use oxygen? If they don't, the oxygen thing could be a disadvantage only to marines, limiting their use of the flamethrower. I think the last thing anyone wants is flamethrower spammers.
Skulks leap could extinguish fire on the individual
Onos stomp could extinguish fire but not on themselves. Like a rhino the fireman of the animal kingdom. Its true !
but all other lifeforms need a gorge or onos to put out flames.
I totally agree. no flame thrower spammers. I just dont know how the Dev's are going to do it. i thought the oxygen senario fitted in quite well but time will tell.
Maybe they dont breath at all. maybe oxygen environments give them adrinaline. you can explain everything away, it's the future. Lucky we invented such and such. ( thought bubble apears above players head ) well that explains it. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
If a Flamethrower marine manages to get close to alien structures they should be able to deal out heaps of damage as they would be vulnerable to skulks and fades.
Jetpack fuel should not be shared with flamethrower fuel. Flamethrower fuel should not recharge. Flamethrowers already do not need to reload, some sort of turning on delay will probably be programmed in so people can't double the effectiveness by tapping the fire button. Recharging fuel would make this worse.
It would be difficult to get realistic oxygen depletion and replenishment based on the room you are in due to open vs closed doors, things like that. What would make more sense to me is to have a second volumetric trigger that fans out from the flames that triggers "oxygen levels" kind of like what spore gas does with lerks.
If flamethrowers consume oxygen the less oxygen there is the less powerful they will be. Fire running too long dies out. Open airlocks = fire extinguisher.
Commander: "Everyone get into PG. SG rush on hive. Please use vent to reach the hive, there's almost no oxygen in the 'main lift' and 'generator'"
etc. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Also, Flamethrower as a way to destroy Infestation is also great <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I like the ideas all of you have <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Regards
A shortrange weapon designed to smoke out aliens, I assume from vents.
It would do the function of a grenade launcher and shotgun into one gun.
I guess this could be before the advanced armory.
As a weapon, I think it would be easy to wield and aim. It would probably be effective at revealing cloaked aliens. Nice.
Look at the function please.
A shortrange weapon designed to smoke out aliens, I assume from vents.
It would do the function of a grenade launcher and shotgun into one gun.
I guess this could be before the advanced armory.
As a weapon, I think it would be easy to wield and aim. It would probably be effective at revealing cloaked aliens. Nice.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah yes, easy to do damage but not very effective alone (aliens kill you even when their on fire).
I'd like to also see the primary fire spray the fire, and the secondary just spray fuel. setting traps would be cool.
<!--QuoteEnd--></div><!--QuoteEEnd-->
IF we get a alt fire.
I'd like to also see the primary fire spray the fire, and the secondary just spray fuel. setting traps would be cool.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Someone's played too much Unreal 2 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And the note on flamethrowers only being very close range. All you need to do is increase the pressure of the gas, or compund being used as fuel, and you instantly gain distance. Only in ficton are flamethrowers capable of firing at 30 feet. Real flamethrowers have been noted as being able to kill at 50 meters. It's all about the pressure, and your medium. Gas won't (apparently) travel as far as ignited napalm.
Which then bring us to the point that <b>Abaddon0</b> makes. Given that man usable flamethrowers in the modern age use napalm, it's more than feasible that you could turn off the flame, to spray the unignited napalm, and turn the flame back on at a whim.
If the flame is ignited, the tank should drain slowly, 10 minutes of fuel or so, if it’s on, it should last for a minute or 2, to toggle the flame, secondary fire.
Nerf:
Clip of igniters, 3, 5, 7, 10 I’m not sure how many. Each time your flame went out, you would have to reignite your flamethrower. Even more so could give them a chance of failure, 10% or so.
Ways of going out:
Water: getting dunked in water puts out the flame.
Gorge spit: a direct hit on the gun should put out the flame.
Bile bomb: being in the area should have a chance of putting out the flame
Umbra / spores: lack of O2 should put out the flame, or have a chance of putting it out.
Clip of igniters, 3, 5, 7, 10 I’m not sure how many. Each time your flame went out, you would have to reignite your flamethrower. Even more so could give them a chance of failure, 10% or so.
Ways of going out:
Water: getting dunked in water puts out the flame.
Gorge spit: a direct hit on the gun should put out the flame.
Bile bomb: being in the area should have a chance of putting out the flame
Umbra / spores: lack of O2 should put out the flame, or have a chance of putting it out.
<!--QuoteEnd--></div><!--QuoteEEnd-->
most or all flamethrowers have built in igniters, you wouldnt need to but a clip of them. if anything, the comm should hand out Zippo lighters LOL
i like the ideas on how you could put out the flames, water should definately extinguish it.
i think umbra should either extinguish the flame or reduce its power, as it already reduces the power of bullets...
spores shouldnt effect it, as aliens get it at the start on in the game, and i'm guessing the flamethrower would require an armory upgrade of some sort....
it would be heaps cooler if the spores were be flammable, but once ignited it the flames would hurt any marines or aliens in the cloud. that way if your base is being gassed, you can clear it, but at a cost to your team mates.
it would also make the lerky think a little bit more about what gas he would use before attacking. he could potentially ignite a whole squad if they had a flamer, but he could also hurt any team mates attacking the marines....
this way flamethrower + spores could have a positive effect for both teams, depending on how they use it....
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
otherwise, you get 2 marines into the hive, they spray gas everywhere, wait till a spawn, then torch it, spray again with gas, and wait, torch... spawn camping would be brutal.
and as for exploding spores, i don't like it, as a clerk in the vents, sometimes i miss and hit the lip, that would just suck if it lit up and blew me to kingdom come.
and as for spores, its only going to ignite if the flames actually make contact with the gas. if theres no flame thrower there, marines take the spore dammage as usual. if you did clip the vent while trying to spore a marine, it wont ignite, and if a marine is close enough to the vent to ignite it, then you would probably be dead anyways.
spore would do more dammage to marines over time as the normal gas cloud, or deal a lower amount of quick dammage if ignited.
it would also end the debate about "air cleaners" and other buildings that suck up the gas, as suggested in other topics.
i think this would improve strategy a lot.
It should work like all other weapons. It have a huge clip which would be it's fuel pack. You carry a few fuel packs and the commander can drop you more. There is no need for igniter's as spark lighters were invented a long time ago. When low on fuel you just pull out the used fuel pack, discard it, and put in a new one. Of course the loading time would be longer then most weapons.
I'm not so sure myself about igniting buildings on fire. Maybe if it only lasted a little bit but I don't want to have to run around putting out fires like the game is a fire fighter simulator.
I don't think the oxygen idea is a good one either. I could see this ending terribly when one idiot gets a flamethrower. Also you'd be very surprised how much oxygen is really in a room and how long it take to burn it all away to cause a black out. I'm sure a flamethrower couldn't do it with the alloted amount of fuel.
I think burning up spores is a brilliant idea, especially if you make the flamethrower a unupgraded armory weapon, which I think it should be. It would give marines some thing to counter spores of the early Lerkh and also clear out early game DI.
I also think umbra should almost completely nullify if not totally nullify the flame thrower. If you read <a href="http://www.unknownworlds.com/ns/?action=game-info&subaction=world" target="_blank">Six Days in Sanji</a>, umbra is described like water. When bullets travel through it they cling to it and slow down as if being fired under water. Apperantly umbra has a really high viscosity and wouldn't probably be flammable at all. Since it's not flammable I would imagine it would hinder or extinguish flames. I think it would look great if when the fire hit umbra it came to a very small flickering flame showing the fire being choked out by the umbra.
And yes flayra said he would give us some thing to burn away the DI. If it was a major thought in NS it probably is in NS2.
i think for the flamer to ge effective, it needs to have a PUSH force so that aliens can't just run through the flames, effectivily it be like a shield,
-slow burn rate of damage to aliens,
-double or triple or even quad against buildings,
-flames push skulks and gorges away from player
-good for clearing vents, infestation, and WOL
perhaps primary attack = long but thin flame (maximum offense)
secondary attack = short but wide flame (maximum protection)
holding both does something inbetween?
you could even do it so its dynamic i guess, hold primary fire to lenghthen and thin the flame until its reached its maximum lenght and thinnes, and then hold secondary fire to widen it to your liking..
the game is a bit too fast paced for setting traps for that to be of any use imo
as mentioned above, yes gorgies would need to be able to extinguish <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I love this idea. We'll have to see if the technology works out, but Flamethrowers could be used as the marine's area denial weapon.
How about this idea:
Each room/area has a supply of oxygen that slowly replenishes. A player only sees the oxygen meter on his screen if the oxygen in the area is already below normal (or hes underwater), otherwise his oxygen meter fades out so it doesnt take too much screen space. Any fires in a room steadily consume the oxygen.
When oxygen falls below a set number (say 20% of normal?), both marines and aliens in the area are affected. Marines vision gets blurry, and if they stay too long they experience the drowning effect. Heavy Marines are not affected, because of the respirators. Aliens stop regaining adrenaline, and slowly lose hp at the same speed they normally gain hp (2% every 2 seconds).
The HP loss isnt crippling, but if they don't get out of the area soon, they will run out of adrenaline and be unable to fight. The Adrenaline upgrade would be countered, although the effects of a Movement Chamber could allow them to continue fighting. Regeneration should also probably be countered, but again the effects of a DC could allow them to regain health.
So using a flamethrower wouldn't be enough to drive aliens out of a fortified area, and also hinders the marines advance unless they have Heavy Armor. But it does effectively deny the aliens ability to attack through an area. And once Marines can pair Flamethrowers with Heavy Armor, it becomes a downright devastating tool.
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I love that, BUT make it so that only a few, perhaps just one or two marines can have it at any one time. This creates an element of strategy. And somehow aliens have to have an equivalent counter.
Buildings on fire cannot be healsprayed (Does not count for hives). That way two gorges cannot keep those damned oc walls up and going for a really long time.
Very cool.
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Off-Topic, but sorta related:
<!--quoteo(post=1586943:date=Dec 11 2006, 03:40 AM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Dec 11 2006, 03:40 AM) [snapback]1586943[/snapback]</div><div class='quotemain'><!--quotec-->Maybe aliens breath carbon dioxide (they are bacteria and all) and the are advantaged when a flame thrower uses too much oxygen, that would put a huge spin on the use of the flamethrower.
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That's bio-chemically, well, ignorant. Sorry but you need to be informed it seems that CO2 is a LOW potential energy molecule where as O2 is quite reactive indeed. The Kharaa aren't trees either, they are more animal and fungi like than plant. Especially for the "lifeforms" they grow and evolve <i>insanely</i> fast and move very fast too. All that activity requires insane amounts of chemical energy to be released. You have to ADD energy into CO2 to use it, you RELEASE energy when you burn or catalyze something in oxygen. Please think your logic out on something like that before you post, or please don't post.