Status effect from the Flamethrower

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited November 2012 in Ideas and Suggestions
<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?

Comments

  • SehzadeSehzade Join Date: 2010-12-29 Member: 76024Members
    the flame thrower already reduces the energy regeneration rate
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • Draco HoustonDraco Houston Join Date: 2012-11-05 Member: 167145Members
    I thought the flamethrower just got a buff this patch? No more self damage and it leaves patches of fire on the ground. IIRC it removes umbra and spores too? I barely use it myself but I'm unsure how many more secondary uses it can have :\
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
    Flamethrower seemed pretty powerful to me
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Risk / Reward

    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.
  • LuminothLuminoth Join Date: 2012-11-16 Member: 171739Members
    Right now my main problem with the flamethrower is to know how many recharges i have left, visually i mean. I always have to count how many times i reloaded. Or is there some way I missed?
  • SaniKSaniK Join Date: 2012-11-04 Member: 166850Members
    Im an experience comm and I always get flame thrower before gnade launchers
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2025349:date=Nov 16 2012, 04:14 AM:name=Draco Houston)--><div class='quotetop'>QUOTE (Draco Houston @ Nov 16 2012, 04:14 AM) <a href="index.php?act=findpost&pid=2025349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IIRC it removes umbra and spores too?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Someone has saved me from spores one day by engulfing me in flames :P
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=2025697:date=Nov 16 2012, 05:53 AM:name=Luminoth)--><div class='quotetop'>QUOTE (Luminoth @ Nov 16 2012, 05:53 AM) <a href="index.php?act=findpost&pid=2025697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now my main problem with the flamethrower is to know how many recharges i have left, visually i mean. I always have to count how many times i reloaded. Or is there some way I missed?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's a bar on the handle.
  • Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
    edited November 2012
    It should also be pointed out that you lose celerity and regeneration while on fire.

    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.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited November 2012
    By the time FT is out, basic rifle has w1, w2 and I'd rather have marine with that than a FT.

    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
  • Bad MojoBad Mojo Join Date: 2009-05-01 Member: 67317Members
    <!--quoteo(post=2026660:date=Nov 17 2012, 01:38 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Nov 17 2012, 01:38 AM) <a href="index.php?act=findpost&pid=2026660"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the time FT is out, basic rifle has w1, w2 and I'd rather have marine with that than a FT.

    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?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2026660:date=Nov 17 2012, 12:38 AM:name=OutlawDr)--><div class='quotetop'>QUOTE (OutlawDr @ Nov 17 2012, 12:38 AM) <a href="index.php?act=findpost&pid=2026660"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the time FT is out, basic rifle has w1, w2 and I'd rather have marine with that than a FT.

    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.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    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.
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    Except, the HMG was intended for massive damage. That's gone now.
    So we have NOTHING now to be doing reasonable damage at mid-long ranges, mid-late game.

    btw, Mouse <333333... im' back
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited November 2012
    <!--quoteo(post=2026673:date=Nov 17 2012, 01:06 AM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Nov 17 2012, 01:06 AM) <a href="index.php?act=findpost&pid=2026673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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
  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    It is bad in 6v6 and amazing in 12v12. Getting rid of spores is really nice, and making fades and onos who close lose regen and celerity causes a lot of higher life-form deaths. I think that's fine.
  • purephoenixpurephoenix Join Date: 2012-11-17 Member: 172074Members
    clan wars in ns1 were 6v6 or 7v7 tho, if it's useless in that bracket then this game is not competitively viable. The numbers were kept so small because that's what NS has always been balanced around.
  • Al_Ka_PwnAl_Ka_Pwn Join Date: 2007-12-26 Member: 63264Members
    I think flamethrower should actively drain energy instead of slowing its regen.
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