Whips and Flamethrowers
alansmilealot
Join Date: 2012-11-15 Member: 171301Members
I've been playing this game since its release, i've accepted each patch release, but this is the 1rst time i questioned some of the changes. Don't get me wrong, i'm really enjoying the changes, like the Alien comm overhaul. The problem for me is that whips no longer knock back grenades, since 249 I believe, GL marines are starting to remind me of the Demoman from TF2, just standing in the distance around the corner bouncing grenades off the walls. I was on a server where 2 marines just loob grenades into our base while they had one exo guarding them, and when skulks spawned they were killed, gorges and fades died as well. Sneak attacks were stopped by the exo.
Will the whip ever get the knockback effect? maybe as a upgrade
This green tag special weekend, i've seen a bunch of JP. FT marines just raping with the high output damage from the Flamethrowers. Onos and Fades were laid to rest, its really good, great for head-on attacks and tearing thru bases, not to mention draining energy. It's pretty much the all round weapon now. Will it ever get nerfed damage wise or maybe decrease the range or something?
Will the whip ever get the knockback effect? maybe as a upgrade
This green tag special weekend, i've seen a bunch of JP. FT marines just raping with the high output damage from the Flamethrowers. Onos and Fades were laid to rest, its really good, great for head-on attacks and tearing thru bases, not to mention draining energy. It's pretty much the all round weapon now. Will it ever get nerfed damage wise or maybe decrease the range or something?
Comments
So my guess is that this wil get fixed in the future.
http://forums.unknownworlds.com/discussion/comment/2123568#Comment_2123568
scroll down a lil and there it is
I have been adamantly against this since the beginning for the exact reasons you just stated. It's incredibly frustrating. To be fair, player damage has been slightly lowered recently.
Fix this and you won't need whip knock back.
250 flamethrower falls into this category a bit as well. Don't see why player damage on both can't be tuned way down, GLs should be for doing massive damage to structures, FT should be for clearing cysts and disabling things (things being structure abilities, spores, umbra, draining energy). Neither should be doing much damage to players. Mixing in 1 (maybe in rare cases 2) of each should synergise (that's a word right?) with lmg/shotgun marines making the overall force much more effective. As it is you can pretty much all go GLs and FTs and just create a wall of fire and explosions into a hive room.
For flamethrowers, if some of their damage was shifted into an actual energy drain rather than just reducing energy regen rate, (afterburn would still reduce regen rate) the weapon would be more balanced and fill its support role much better.
If a fix is planned, I think a bandaid fix should significantly raise the cost of gls until that fix goes in.
About the GLs: afaik without the whip knockback there is no alien counter for grenades unless they themselves can get up-close-and-personal with the perpetrator.
I think it's funny that you bring this up as these were my only concerns with b250 as well.
I don't think they need a direct counter. If the GL did bugger all lifeform damage then if a large proportion of the team took GLs to spam with you'd struggle to hold of the counter attack. It forces you to only have 1 or 2 GLs which (coupled with less killing of lifeforms) hopefully aren't too spammy at that point, but strong enough to clear out structures (and don't forget the ability to arc and bounce shots).