getting rid of flamethrower
Trance420
Join Date: 2010-03-31 Member: 71135Members
<div class="IPBDescription">for hmg</div>i know flamethrower like was like "wow amazing effect, flaming in yo face" addition to the Natural Selection 2 but the weapon itself is very useless against lifeforms. HMG for example, can easily take down blanking away sissy fades. <i><b>NS2Classic has already implement a fully working hmg/model so might as well transfer to the main game.</b></i>
Comments
We don't need to try to duplicate NS1 anymore than we have to. If they added the HMG I would like to see it be different from NS1 in it's purpose. I would like to see it behave more like a slow suppression/crowd control/support fire type weapon rather than just a beefier version of the rifle.
Think half clip size of LMG, half fire rate, 20 dmg per shot, with a small AoE damage radius where it hits
I still would love the HMG though, the reload cycle is what set it apart from the rifle. It isn't just a simple upgrade from the rifle... Jetpack powered madness, MADNESS I TELLZ YA! :D
I have seen jetpacking marines take out hives alone with a flamethrower.
The commander just need to give ammo to the flamethrower and it is gg if the Aliens can't reach the marine.
The flamer is a poor replacement because the "OMG MY EYES ARE BLEEDING" screen blocking of the fire effect results in poor accuracy. Furthermore many shots can be missed even when you get used to that, because it's not hitscan so it suffers diminishing returns against fast moving fades, lerks and skulks.
In short, the removal of the HMG has left a huge gap where players who can't aim well are left completely ineffective.
Saying the EXO suite is a replacement is a poor argument, HMG could be given to standard and jetpack marines. Plus it cost 1/2 to a 1/3rd of the cost of an exo. Then there's also the "omg my eyes are bleeding" glare from the muzzle flash on the exos, once again making aim suffer.
If fades stop being awful, flamethrowers will probably make a huge comeback because it's one of the few ways to stop a fade from escaping.
However these pro-flamer arguments don't address the issue of multiple oni.
There's nothing to counter that at the moment, appart from multiple EXOs and that results in stagnant gameplay and a locked strategic importance.
HMG have been replaced by Exos, for the 1000th time.
Also HMGs in the hands of JPs were bad for gameplay.
Flamethrowers could use some improvement, but the basic idea behind them as a support weapon that drains energy and kills cysts fast is interesting.
Nobody said that, ever. Where'd you even get that idea?
jp/hmg was the only hard counter to a good fade, since shotguns are useless at long range.
Only reason why ns2 MIGHT be different is if fades are under powered and need a buff.
Nuff said.
oh, and no. The flamethrower is in to stay. If you want to add another gun, then thats ok for me.
Flamethrower is fine, it's the attitude of "It REPLACED the hmg" which is ridiculously beyond stupid.
The two weapons served completely different purposes and marines are broken without the HMG.
Gameplay is stale because without jp/hmg it's an armour upgrade + exo rush.
<u><b>EVERY. DAMN. GAME.</b></u>
Like lost consumption whole gas clip.
occurs persistence area flame tens of seconds.
To cause some deterrence.
( equivalent to firewall )
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By the way.
Grenades before will happen again?
Flamethrower is fine, it's the attitude of "It REPLACED the hmg" which is ridiculously beyond stupid.
The two weapons served completely different purposes and marines are broken without the HMG.
Gameplay is stale because without jp/hmg it's an armour upgrade + exo rush.
<u><b>EVERY. DAMN. GAME.</b></u><!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, and it has been stated frequently on this forum, the (classic) HMG is the only broken thing we can talk of. It added nothing to the gameplay, and now we have miniguns. However, i wont oppose to the addition (mod-like) of much more weapons and diversity to the game.
Nobody ever said HMG was broken and i challenge you to prove otherwise.