Status effect from the Flamethrower
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">On fire = massive debuff</div>At the moment, the flamethrower is a little bit crap.
An interesting way to deal with this would be to give the "On Fire" status have some sort of status effect beyond the damage over time.
For example, while an alien is on fire, their armour is ignored and all damage goes directly to their health.
Thoughts?
An interesting way to deal with this would be to give the "On Fire" status have some sort of status effect beyond the damage over time.
For example, while an alien is on fire, their armour is ignored and all damage goes directly to their health.
Thoughts?
Comments
*edits OP*
The Flamethrower is a moderately expensive, infinitely recyclable weapon with a large AOE cone which instantly ignites anything it touches. It isn't difficult, at all, to catch multiple attackers alight. One thing I could see working is the duration of the "on fire" debuff being reduced to 0.5 or 1 second, and then giving it a very effective status effect. That way fire would need to be focused and sustained, which, with a short range flamethrower, is quite risky.
Someone has saved me from spores one day by engulfing me in flames :P
There's a bar on the handle.
EDIT: This and the energy regen reduction. You cannot go camo while on fire, and sort of lose silence, since you will make noises for taking damage. Basically it negates every upgrade except carapace, but then you're taking damage that can't be undone without an outside healing source so even that's debatable.
bottomline..all the CURRENT neato utility it has doesn't make up for the fact it can't kill jack sh#t.
For 25 res, it should be putting down aliens in good order
bottomline..all the CURRENT neato utility it has doesn't make up for the fact it can't kill jack sh#t.
For 25 res, it should be putting down aliens in good order<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you considered the fact that flamethrowers might not be meant for killing aliens? The pure FPS mentality does not work for NS2. If the aliens had tons of structures that needed to be cleared out of a room, would you still rather have an AR marine?
bottomline..all the CURRENT neato utility it has doesn't make up for the fact it can't kill jack sh#t.
For 25 res, it should be putting down aliens in good order<!--QuoteEnd--></div><!--QuoteEEnd-->
Its utility. You stick with friends who have damage, and you deny aliens from fighting effectively or running.
So we have NOTHING now to be doing reasonable damage at mid-long ranges, mid-late game.
btw, Mouse <333333... im' back
I have, but it still did't make the FT viable. I always found a group of marines all with weapons that did damage and could kill aliens, better than a group with a single guy tickling aliens with flames.
<!--quoteo(post=2026832:date=Nov 17 2012, 07:17 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Nov 17 2012, 07:17 AM) <a href="index.php?act=findpost&pid=2026832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its utility. You stick with friends who have damage, and you deny aliens from fighting effectively or running.<!--QuoteEnd--></div><!--QuoteEEnd-->
Its utility wasn't good enough to warrant 25 res and basically make you a non-combatant.
<!--quoteo(post=2026930:date=Nov 17 2012, 10:19 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Nov 17 2012, 10:19 AM) <a href="index.php?act=findpost&pid=2026930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is all pretty irelivant now since the flame thrower has a massive debuff now, and that debuff is to do massive amounts of damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
Damage is the best debuff