Flamethrower In 2.1 ?

0xff0xff Join Date: 2003-09-01 Member: 20457Members
<div class="IPBDescription">just woundering!</div> Will there be a flamethrower in version 2.1 of NS? It would be awsome! I know they might be working on one and i was just woundering if it will be avaluable in the 2.1 release?
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Comments

  • DiskordDiskord Join Date: 2003-05-18 Member: 16464Members
  • 0xff0xff Join Date: 2003-09-01 Member: 20457Members
    "Ideas we already know about (use search):

    Flamethrower - we know you want one. Flayra is working on it."
  • DiskordDiskord Join Date: 2003-05-18 Member: 16464Members
    Remember how long he was "working on 2.0?"

    Not to insult him, the man does damn good work in a respectable amount of time ( for what he accomplished ). But don't go adding pressure for something that is, say, somewhat trivial? Sure it's a cool idea, but in the grand scheme of things, how important is a Flamethrower to the game? Will the game suck without one?

    Then answer, hopefully, is no. But, in all honesty, I doubt it'll be in the next release.
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    an old topic, and one that can be answered simply...

    No. not in 2.1. (unless he's pulled off a miracle, and isnt telling us)

    Yes. flayra wants one in the game

    But. He will only add one which is truly volumetric (spreads out in open areas, flame travels further in enclosed spaces like vents, and will flow round corners and junctions properly) Until the dev team work out a way to do this within the constraints of the HL engine, and without toasting peoples fps/ping, there will be no flamethrower.
  • CrystalSnakeCrystalSnake Join Date: 2002-01-27 Member: 110Members
    It's <a href='http://www.bartleby.com/61/57/W0205700.html' target='_blank'>wondering</a>, not "woundering".
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    OH NO!!! NOT A TYPO!!! AHHHHHHHHH
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Uh oh. The original poster made a typo. We'd better close down the thread!

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    They haven't said anything about putting the flamethrower into 2.1. Until they declare that one is going into version whatever, don't hold your breath.
  • DEMIURGODEMIURGO Join Date: 2003-06-21 Member: 17565Members
    oh cmon... let's say that if a Rine shoots it's flametrower in a vent all the aliens type kill in console! It's just being fair <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> :lol: <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    LOL don't be so picky on spelling....trust me locals around here will make you laugh!

    As for the flamethrower....it'll come around soon enough,there's still some balance issues needing some ironing,and some bugs to squish
  • ZanidZanid Join Date: 2003-04-03 Member: 15158Members
    I agree, with how hard it is for any marine team to win in 2.01d a flamethrower would be a fantastical addition. but...


    1: a flamethrower would be rediculously hard to code, especially the way flay wants it (volumetric... kinda like the one in RTCW)

    2: the particle system in HL was never ment to handle something as insane as this flamethrower, it would be a stunt getting something like that to work AND not suck

    3: engine is running out of weapon slots... all but a couple slots are take as of NS2.01d. cant do much about though
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    No. Flamethrower too strong. No need for precise aiming = toasted skulks. Bad idea imo.
  • JoltGrisJoltGris Join Date: 2002-12-19 Member: 11143Members
    deep and plainly.. no
  • bigvinbigvin Join Date: 2003-08-13 Member: 19653Members
    Yah, I agree. Just because it was in the aliens movie, doesn't mean it should be in every game with an alien in it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CplHicksCplHicks Join Date: 2002-11-17 Member: 9141Members
    <!--QuoteBegin--mousiehamster+Sep 10 2003, 08:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mousiehamster @ Sep 10 2003, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No. Flamethrower too strong. No need for precise aiming = toasted skulks. Bad idea imo. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    eeeeerm.....

    Noone said this would be a vanilla armory 7 res gun.

    IF the flamethrower get implemented, I am sure it gets difficult enough to get one for obvious reasons.
    Another thing might be the available "ammo".
    I know "this is not WW2", but it won't carry much. Portable FTs usually have enough fuel to have 2 or 3 bursts of flame. In a whole around 8-12 seconds sustained fire. For gameplay reasons, maybe a little more.
    So the FTer will be a unit for burning down one or two Onos, or more probably an anti structure weapon to seriously maim a hive or WOL with one-two long burst(s).
    Mind you, this is speculative from my side, just trying to be reasonable.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    <!--QuoteBegin--mousiehamster+Sep 10 2003, 08:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mousiehamster @ Sep 10 2003, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No. Flamethrower too strong. No need for precise aiming = toasted skulks. Bad idea imo. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You could say the same about most of the aliens abilities, no need to aim, just get close and hold the button down. Also i'd imagine a flamethrower being at the top of the tech tree, if the marines would be allowed to tech that far, the aliens deserve to fry.
  • ZeoZeo Join Date: 2003-02-07 Member: 13224Members
    On the topic of burning alien scum, you know what I'd prefer? An alternative grenade in the form of an incendiery round. It would complement the high explosive round, but on impact it's like a mean tempered molotov cocktail! I don't think it would take too much coding as it wouldn't necceserily need to be volumetric.
    Also keeps in part of the skill, as aiming is still important.
    Lerks create no-go areas with spores, marines will be able to create no-go areas with flames.
    What ya think?
    Although a RTCW-style flame chucker would make my month!

    -Taffy
  • DeronokDeronok Join Date: 2003-03-17 Member: 14613Members
    I'd like to see a flame thrower or a lightning thrower or something, but it should require something like an advanced armory + extra research.
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    First off aliens need to get close to marines. Which means there is a time of vulnerability. Nearly all alien moves that don't require precise aiming are melee which is a severe disadvantage.

    Dude flamethrowers eliminating hives with a few short bursts? "Requesting for ammo, comm". The thing is, it's absolutely fool-proof. Ok if you have a hmg marine a few skulks could take him/her down or at least has a chance. But with flamethrower? Wait till they're up close, release flames. Skulks all scorched due to aoe effect. No aiming required. That really sux for the aliens. Something that you can't possibly beat. LOl imagine flamethrower guy takes down 2 onos and asks for 2 ammo packs or something. That's another 2 onos. Or you could restrict flame thrower ammo but that would render the weapn useless and it will severely screw alien game. WHEE I got an onos geez that took long. Oh crap I got BBQED. ANd I couldn't have done anything about that. WHOOPIE!

    Bad idea imo. Too easy for rines to use. LOL just imagine what would happen if a fade blinked to you. *holds down fire button*. Dead fade. I do think a new weapon is needed for marines but it's definitely not an aoe flamethrower WOMD.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    But why should skulks have to be able to counter the top marine tech?

    To limit it you could just do like the GL does, damage to the firer. A HA marine isn't gonna bake himself in his suit by flaming a skulk too close, and if he does, he dies, and the comm won't (or shouldn't) give that marine the tech again.

    Its like saying that its unfair to use Hive three onos with full upgrades against vanilla marines. It is, but it also should be.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Can't you say more or less the same things about the shotgun? Running through your post: shotguns also don't require precise aiming, take down hives very quickly, they're lethal up close, they can kill onos in a fairly short time, it's easy to use, and a full on level three shotgun blast kills a fade dead.

    Of course, you also seem to assume that it would do lethal damage, an onos couldn't stomp one, and a fade doesn't use blink to get close. In truth, we don't know how Flayra would go about the damage it would cause (burn for long time low damage a la TFC or fireball of doom a la Kingpin?), except that he would want to make it volumetric. Because of this, it's a bit pointless to draw up hypothetic examples of the flamethrower in use.
  • DarkRageDarkRage Join Date: 2003-08-12 Member: 19475Members
    i think the canister should have alot maybe 30 seconds of fire but if used say 14 seconds the canister explodes from too much heat and does severe damage to the marine holding the weapon.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    But why do I want to use a weapon that, in the heat of combat, threatens to explode in my hands? I wouldn't think it good working practise to have marines use weapons that, under duress, maim them.
  • CplHicksCplHicks Join Date: 2002-11-17 Member: 9141Members
    <!--QuoteBegin--mousiehamster+Sep 10 2003, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mousiehamster @ Sep 10 2003, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dude flamethrowers eliminating hives with a few short bursts? "Requesting for ammo, comm". The thing is, it's absolutely fool-proof. Ok if you have a hmg marine a few skulks could take him/her down or at least has a chance. But with flamethrower? Wait till they're up close, release flames. Skulks all scorched due to aoe effect. No aiming required. That really sux for the aliens. Something that you can't possibly beat.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    NAAAH I said "maim" not destroy.

    Limit the total amount of FTs in game (one per 5 Marines, or one per 4), and make a probability for the carrier Marine to explode (and injuring surrounding Marines in the blast radius) when getting attacked and health gets low on the Marine. And/Or FT + HA/JP = nogo.

    Its all a matter how you balance things. I am not suggesting anything to be taken for granted, just trying to have an elaborate discussion on the viability of a FT.

    I think it can be done satisfactory, and I hope it will get done some time in the future.
  • TastyTasty Join Date: 2003-08-05 Member: 18988Members, Constellation
    I don't see the reason why a flame thrower has to be volumetric, or overly powerful. From what I have seen modern flame throwers send out a stream of napalm, that is on fire. The gun would be very cool for getting aliens out of rooms and hidden areas by spraying the stream into an area causing light damage to everything in contact with the flames, just like lerk gas. A FT doesn't have to do massive damage to be effective, a few points per round would make invisible structures visible, and flush out gorges, lurks and skulks.

    Think lerk gas for marines. Balancing shouldn't be and issue as damage to structures and Onos/fades can be what ever the dev team wants who knows what fire does to aliens?
  • SillyGooseSillyGoose Join Date: 2003-03-16 Member: 14572Members, Constellation
    I think you guys are forgetting something, see as soon as the flames hit you you wouldn't die, there would be a sort of burn time to it.
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    bloody hell, imagine a skulk leaping through a burst of flame before xenociding... it'd be like fireworks night, new years and the 4th of july rolled into one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    On another note, it would be cool if you could set fire to alien buildings. Turn that wall of OCs against them, as any aliens next to it start to burn. (:
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    Well actually shotgun vs. flamethrower?
    Shotgun has delay time. Shotgun DOES require precise aiming - if you don't aim properly you aren't achieving full damage potential. Plus there is a slight firing rate for the shottie.

    I dont' think it's possible to balance the weapon. You could have "burning damage" not instant damage but that would mean the flamethrower would be an instant waste. Use it once and get killed. Ugh. Or you could have instantaneous damage. Nothing gets remotely close. I like the concept and all but I dont' think u could fit this weapon in the game.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Well, what about if it didn't do enough instantaneous damage to kill an onos? Only skulks and (maybe) fades would have problems then. If the burning damage did, say, 30 damage per cycle at level three, it would still be useful; it would slow down a regeneration onos' heal rate to ~10 per cycle, making it a good support weapon. In order to balance it, you might only be able to move at walking speed while firing the 'thrower.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--DarkRage+Sep 10 2003, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkRage @ Sep 10 2003, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i think the canister should have alot maybe 30 seconds of fire but if used say 14 seconds the canister explodes from too much heat and does severe damage to the marine holding the weapon. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No.
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