Make the flamer better?
Frozty
SWEDEN Join Date: 2012-01-22 Member: 141596Members
<div class="IPBDescription">Flamer</div>Is it only me or is the flamer too weak?
GL costs 25 and flamer costs 30, i never see a marine use it.
Maybe the flamer should "remove" the targets armor when it gets hit by the fire?
Or maybe it will "lock" Fades & Lerks abilitys to teleport and fly?
Would be awesome if it will become a more important weapon in the game.
GL costs 25 and flamer costs 30, i never see a marine use it.
Maybe the flamer should "remove" the targets armor when it gets hit by the fire?
Or maybe it will "lock" Fades & Lerks abilitys to teleport and fly?
Would be awesome if it will become a more important weapon in the game.
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Comments
So, if they buff that up... then it should effectively disable fades that aren't extra, extra careful, and maybe it should do additional damage to a lerk the faster it flies while on fire since its just fanning the flames. So, with additional damage, it would effectively ground the lerk if he doesn't want to die from flame.
The direct damage should be buffed a bit too.
If you make it stronger, it would instakill skulks => overpowered.
Also its pretty rare in public than marines even get to this tech...
PS: Flamethrower dmg increases the longer you hit a target.. so if you are very good at dodging you can in theory solo fades. (maybe with a little pistol)
The slowed energy regen for burning aliens (25% of normal) already cripples Fades, albeit not as much as it used to.
It still feels like its underpowerd compared to other weapons and we didnt even face a Fade that game.
It feels wrong to just ADD damage to the flamer. Would be cooler if it had some special ability when the target gets on fire.
Energy was a decent first attempt, but I don't think it's working out very well, since it just gimps the aliens' ability to do anything. Perhaps the flamethrower could do damage proportional to a target's current health (e.g. 1 + (10% of current HP) per second): it would be excellent against structures and the fade/onos, but would be a vastly inferior option against skulks (and the fade/onos when they get to low health).
(assuming no armour; armour will actually make the drop less exaggerated)
<img src="http://i.imgur.com/1GFf4.png" border="0" class="linked-image" />
Honestly, the damage output looks much too low here, but I've just put it there for illustration, really.
Similarly, the lerk and gorge should be cheaper than higher tier marine equipment, but nullify the advantage that higher tier marine equipment have over lower tier aliens.
Umbra comes to mind, but I think something that strips armour would also be good, to counter all that extra effective HP that marines get.
Basically, between a lower tier (lower cost, lower power) unit and a higher tier (higher cost, higher power) unit, you have a middle tier (middling cost, middling power) unit that nullifies the advantage that the higher tier unit has over the lower tier unit.
Apply the same theme throughout the game, and you should have something reasonably balanced and fun. No hard counters, no more saving up for a steamroll, only soft counters that level the playing field.<!--QuoteEnd--></div><!--QuoteEEnd-->
In the future it could be awesome against the Onos, cuz with these weapons we use now it will have no effect against the Onos | marines will have no chance.
Yeah but what IF it removes the armor as long as the target is on fire instead of just letting the flamer ignore the armor.
In that way it can help the team more and fight stronger units by making them weaker.
I've suggested before that the Flamer could be switchable to a concenrated flame mode like a blowtorch that makes it burn specific alien structures more quickly than the Primary Fire mode. Reason being that I find the Flamethrower fairly useless at taking down Alien structures. Sure it's great at spraying low damage flame on multiple structures but for a 30 res weapon you shopuld be able to make it quicker at taking down a cyst or crag etc faster than having to change to the axe.
Just sayin
The flamethrower right now is really a pain in the ass for anything that uses energy (everyone), so that's good. If it were to do more to structures like disable regeneration and slow down their abilities (slower whip whipping, less crag heals) you'd definitely see at least one in every big base push. The flames lingering on the floor is kind of overkill to me and I cannot see a damn thing on either team when someone holds down the spray for longer than a second.
It should be a weapon that excels in a groupd.. and kinda suck by itself (like now). A weapon you want one (and probably just one) in every group, push and siege. Along with lowering energy regen, it should also slow down burning units....especially flying lerks which seem to be able fly in bases with reckless abandon since no one can shoot them down (a lot of it due to latency conferring lag shields to very fast units). I always liked the idea of flamethrowers slowing down or debuffing alien structure abilities..even if just a little bit. It guarantees the FT a role in sieges.
I like the idea of "crippling" the aliens.
If the target gets on fire Fade should not be able to "blink/teleport".
If the target gets on fire Fade should not be able to "blink/teleport".<!--QuoteEnd--></div><!--QuoteEEnd-->
It sort of does this (via preventing alien energy regen).
However, I think it would be better if it could damage fades while blinking and/or bring fades out of blink.
I see it as an area denial/cripple weapon, and the extra range will make up for the fact that it is useless close range. Esp against Fades.
I do especially like the idea of it creating walls of fire to deny or scare of aliens though. Esp if combined with lmg/shotty in a corridor.
Would like the see the flamer in more public games :)
Havnt played on a while and i guess Devs really went our way with the flamer, Sheers!
I was kind of disappointed with the implementation of the flamer in ns2
Also, if you want to modify it, maybe look more at it's ability to set map geography on fire for a couple seconds. Aliens touching that receive damage.
This. Flamethrower is a powerful support weapon when used with teammates around to cover, but you die if you run off alone with it.