The Flamethrower is not very flamethrowery

1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
edited December 2013 in NS2 General Discussion
Is the flamethrower considered to be complete? I am particularly interested in whether the current visuals/animation is the final product since to me the current visuals seem rather poor. The flames do not behave like an independent entity and follow your crosshair around even after they have left the nozzle which imo looks terrible and ruins immersion which the detailed lighting and graphics are trying to build. It feels and looks more like some kind of laser or novelty rifle than a flame thrower. I have also noted that the damage hitbox (area in which it does damage) is not very well matched to the animation, so that often flames will go right through aliens but not cause any damage.

It also seems to me that the flamethrower lacks a distinct functional role, its only worthwhile feature (considering the rather subpar damage and high cost) is the reduction in alien energy regeneration. This imo is a let down for what is conceptually one of the cooler weapons. Seems to me that without its original purpose of countering dynamic infestation the flamer feels kind of redundant, with most players favouring the other weapons over it.

Perhaps reworking the flamethrower's emission so that they behave more realistically and independently of the player (sort of like lerk gas) would make it look a lot more appealing and more fun to use. It would also allow for novel things like clearing vents with it, since the flames would propagate some distance through the enclosed space and burn anything inside
«1

Comments

  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    The flamer is 100% a support weapon, a lot of people don't seem to get that. It doesn't do a tonne of damage vs players, but it saps energy very quickly, and that's a killer for most life forms. Structures on fire won't function/employ their passive effects. Flames also burn away bilebombs, preventing damage.

    I can't speak to the visual effects, but functionally they are quite strong when used RIGHT. Too many people try to solokill lifeforms with one, get their ass whipped, and think it's worthless.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I think the flamethrower is just too situational to ever be a main staple of pub games. It's unpopular because it doesn't fill the role that most players want from it, which contributes to a general lack of awareness about what it does, and even if you know what it does it requires a lot of team coordination to use effectively. A lot of things have to fall into place just right for the flamethrower to really shine, and most players aren't interested in risking their money on something like that.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    The cost is the one thing I might change about it, maybe make it 20.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited December 2013
    I love it when aliens ignore me going for other targets because they think they flamethrower is weak.

    A jetpack flamethrower can kill 50 res of cysts very quickly if not responded to in a timely manner.
  • 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 December 2013
    Zek wrote: »
    I think the flamethrower is just too situational to ever be a main staple of pub games. It's unpopular because it doesn't fill the role that most players want from it, which contributes to a general lack of awareness about what it does, and even if you know what it does it requires a lot of team coordination to use effectively. A lot of things have to fall into place just right for the flamethrower to really shine, and most players aren't interested in risking their money on something like that.
    I think you are overestimating the requirement of other players needing to know why i myself am using it..
    I can just sit back and flame their feet to protect them, or disable those whips and hydras while they obliviously wreck stuff..
    As long as the player understand what it does (which i agree is under communicated) and what its capable of, it can really provide a bonus and sometimes is crutch to a base siege.
    Knowing to cover your teamate is no more or less important than that marine with a shotgun (i may, in fact want him to die so i can pick it up and use it better 0.0 )
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I dunno about disabling hydras...they kinda instantly die vs the FT.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    Flamer is awesome against pub fades. They run out of energy, they can't even swipe. Just keep a friend with any other weapon with you, or it will take forever and a day to burn walking fade down.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited December 2013
    Yeah FTs are kind of scary to go up against as a fade if they have any companions. No guarantee you get out.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    The question is, what is stronger:
    3 shotguns in a group?
    Or
    2 shotguns and a flamethrower in a group?
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Probably 3 shotguns if they can aim. That's just instant death.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    edited December 2013
    Another function not mentioned - flamers clear the air of lerk spores and umbra. Which is huge, since a single lerk lategame can deny marines their own base.
  • SiG_SiG_ Singapore Join Date: 2013-12-17 Member: 190211Members
    I feel like these things need to be put in some FAQ for rookies. Those auxiliary functions of the flamer make it a darn powerful weapon, but I seldom see people use it in pubs. This thread just reminds me of the last match I was in, where I was on the verge of yelling at my team to quit rushing 2 rooms ahead into the hive with all their shotguns while leaving me with the flamer to defend the ARC train myself. :/
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    My only criticism of the flamer is how easy it is to kill yourself or your team or friendly structures with ff on :D
    It's also extremely useful against whip rushes (maybe more so than arcs). Great weapon.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Have you ever tried to look through fire and see what's behind it in real life? You can't do it.

    Neither can you do it in ns2. I think UWE did a great job capturing that aspect of realism.

    Don't be so negative OP
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    There's just so many times where teams want to push in to a hive with five shotguns or siege. But really the comm can just drop a flamethrower and win the push on the first try.

    There's some notion against using flamethrowers because it's "a noob" way to go. The same people that say this build whips on alien so i dont really think there's anything to take away from it.

    It's a situational item that's often remembered too late, then used too late, and ridiculed for its poor performance after being used so late. But it counters literally everything. It makes bile bomb explode ffs
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Other use of flamethrower and jetpack is that you can clear large areas of infestation fast, which can become a problem for the aliens. Outposts without hive like nanogrid will start to die, and abilities like Nutrient Mist can be only used for infestation.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I would love to see it fire around corners or vent corners if you aim at a wall in a certain angle. There was a game that did exactly that and it was awesome. Just forgot the name...
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    elodea wrote: »
    Have you ever tried to look through fire and see what's behind it in real life? You can't do it.

    Neither can you do it in ns2. I think UWE did a great job capturing that aspect of realism.

    Don't be so negative OP

    In real life you don't hold a flamethrower in your face though - so you should be able to see above the flames, until the flame spreads out at the end/hitting a target. I think this could be managed by simply lowering the 1st person flamer model.

    My only beef with a flamer is the cost. 25 res is pretty costly. But yeah, it's priceless to have 1 flamer in a group of +4 rines. Can handle all sorts of situations. 2 flamers in that same group tho is pretty much a waste of 1 dps.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    james888 wrote: »
    The question is, what is stronger:
    3 shotguns in a group?
    Or
    2 shotguns and a flamethrower in a group?

    This is the other thing, there's an opportunity cost to the flamethrower that makes it a hard decision. It takes a lot of marines in one place for the support role of the flamethrower to justify the loss of firepower. I just don't think it's a good idea for a gun to be that situational in this game where it's a significant risk of your PRes to buy said gun.
  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    Oh didn't see anyone mention it, but the visual interference for aliens is powerful... Go play combat, a JP flamers is OP... the reason I don't think people go flame as much is because it makes you a huge target and you can't defend yourself against a targeted attack so you reliant on a team member to save you.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    But all you need in combat mod to kill a FT is adrenalin. FT and GL are easy targets imo.
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
    flamethrower is closer to needing a nerf than making it better... one JP ft can basically clear a hive on its own. add a couple other jetties... hive down.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    Support FT to good.

    Burns umbra
    Burns spores
    Burns bile bomb
    Burns mucous
    Disables every structure
    Can't heal, be healed, attack, ink, heal wave, echo.
  • 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
    elodea wrote: »
    Have you ever tried to look through fire and see what's behind it in real life? You can't do it.

    Neither can you do it in ns2. I think UWE did a great job capturing that aspect of realism.

    You say that, but looking through fire in NS2 isn't nearly as romantic as it in real life. It's one of the main reasons the FT is underpowered.

  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Making any sort of balance decision based on "immersion" or "realism" as opposed to what will actually work for the purposes of gameplay is a very bad idea. The reason why Quake 3 kicks COD and BF's ass all day long (well, one of the many reasons) is because it doesn't care about making things "realistic" and just focuses on what is going to make for good gameplay.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited December 2013
    My main concern was with the animation, I think it looks terrible and fake compared to everything else in the game, all of which looks much much better. Also the fact that the flames do not match the hitbox or w/e it is called. This is understandable considering making realistic flame animation is probably a whole thing, but I think it is still a pity.

    I forgot all the other things it does when writing the OP, in light of all that 25 res is a reasonable price and it does indeed have a role, perhaps even too broad a role.
    Though now that all of those things are mentioned it seems kind of OP. It disables every alien structure, nullifies every lerk support ability, totally counters gorges (burns all their buildings in seconds, seriously hinders heals, flat out cancels bilebomb) and prevents the energy regen of basically every alien in the current fight (you just have to set them on fire which takes an instant and they burn for a good number of seconds), and thats just the most significant things.
    It might not be an issue when you only have 6 men on the field and every bit of dps counts but in pub games with 9+ players on the field (where 7+ of them might be present for an important fight) it now seems to me that flamer grants disproportionate returns for the cost to the player/team and the skill it takes to use it (which is less than all the other weapons, even gl takes more care). Its just that pubs havent yet caught on to regularly bringing one along.
  • joohoo_n3djoohoo_n3d Join Date: 2012-10-30 Member: 164703Members, Reinforced - Onos, WC 2013 - Supporter
    i'm more distracted by the insane explosions when something gets destroyed...really?! there was that much fuel in that lil thing?
Sign In or Register to comment.