Whips and Flamethrowers

alansmilealotalansmilealot 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?

Comments

  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    I think I've read somewhere that they disabled grenade-whipping, because grenades are now client-side predicted, and they couldn't get this to work on whips yet.
    So my guess is that this wil get fixed in the future.
  • alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
    oh, i just left a game where we went from 3 hives to none, could had 4 but my team went into full retard mode, sorry to say it like that. We lost one hive due to the grenade spam and exos guarding them and 1 FT marine. After that my team just did what ever they wanted, except for one guy. I spawned a onos egg for myself and he went gorge and we took down flight control. Kept telling people to meet in cross and hit flight, but the other people on the team went in reactor or sat in crevice or just whatever. It was painful, 44mins, I think the GL and FT really help the marines on that push to data.
  • alansmilealotalansmilealot Join Date: 2012-11-15 Member: 171301Members
    yea, i see what you were talking about, found a quote on it

    http://forums.unknownworlds.com/discussion/comment/2123568#Comment_2123568

    scroll down a lil and there it is
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited June 2013
    See, this is a problem with a cheap, spamming, skill less, high splash radius, no ff weapon type that was designed for an "anti structure" role but for whatever reason has been annihilating lifeforms since alpha days...

    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.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    IronHorse wrote: »
    See, this is a problem with a cheap, spamming, skill less, high splash radius, no ff weapon type that was designed for an "anti structure" role but for whatever reason has been annihilating lifeforms since alpha days...

    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.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    As far as GLs.... I may be the only one that felt that Grenades were more balanced when they were an attachment to the LMG. It may have been an incredibly powerfull combination, but at least the grenades wern't spammed 4 at a time. With a long reload time after launching a grenade (to give the GL attachment a downside) I think It would work better, especially if it was structural damage.

    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.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    Aye I miss the whip GL knock back :(
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    Paajtor wrote: »
    I think I've read somewhere that they disabled grenade-whipping, because grenades are now client-side predicted, and they couldn't get this to work on whips yet.
    So my guess is that this wil get fixed in the future.

    If a fix is planned, I think a bandaid fix should significantly raise the cost of gls until that fix goes in.
  • CD121CD121 Join Date: 2013-04-04 Member: 184635Members, Reinforced - Shadow, WC 2013 - Shadow
    Indeed, the flamethrower with it's vamped damage and incredibly large clip size is quite formidable against pretty much anything except an onos / decent fade. Really though, it's the latter that gets me, now the weapon feels spam-prone...just hold fire and go to town.

    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.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    CD121 wrote: »
    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 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).
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