Make Incendiaries Useful As Weapons/Area Denial

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Snypehunter007
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Re: Make Incendiaries Worth A Shit/Not Retarded

Post by Snypehunter007 » 31 Dec 2016, 14:24

Surrealistik wrote:Not at all what I'm looking for/suggesting.
BTW, when you say "ignite" all mobs on the tile do you mean like TG and Ypgstation ignite?
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Surrealistik
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Re: Make Incendiaries Worth A Shit/Not Retarded

Post by Surrealistik » 31 Dec 2016, 14:28

Snypehunter007 wrote:BTW, when you say "ignite" all mobs on the tile do you mean like TG and Ypgstation ignite?
Not sure what their ignite is; probably similar to ours (we do have an ignition mechanic) which is what I'm talking about.
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Re: Make Incendiaries Worth A Shit/Not Retarded

Post by Snypehunter007 » 31 Dec 2016, 14:30

Surrealistik wrote:Not sure what their ignite is; probably similar to ours (we do have an ignition mechanic) which is what I'm talking about.
There way their ignition system works is that if you step on a tile that has fire, you catch on fire.

I would show you a link if I could but don't have a good one right now.
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Re: Make Incendiaries Worth A Shit/Not Retarded

Post by Surrealistik » 05 Jan 2017, 14:35

Snypehunter007 wrote:There way their ignition system works is that if you step on a tile that has fire, you catch on fire.

I would show you a link if I could but don't have a good one right now.
Yeah, that's definitely something I'm going for; though I think taking multiple consecutive ticks of damage from a burning area should be required before igniting, unless you're covered with ethanol/oil/other highly flammable substance, etc.
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Re: Make Incendiaries Worth A Shit/Not Retarded

Post by Snypehunter007 » 05 Jan 2017, 17:18

Surrealistik wrote:Yeah, that's definitely something I'm going for; though I think taking multiple consecutive ticks of damage from a burning area should be required before igniting, unless you're covered with ethanol/oil/other highly flammable substance, etc.
Sorry it took so late to respond but if you can watch this: https://youtu.be/H9ClVwaNQuE?t=818 at the time, you can see what I mean by moving through fire. I believe this is on TG station.
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Re: Make Incendiaries Useful As Weapons/Area Denial

Post by CrimsonAerospace » 06 Jan 2017, 15:10

Hey guys, Bigs here. I literally built this character off of using flame weapons and torching hives, and I'd very much like to keep the trend going. I'd like it if my nickname actually meant what it used to in Pre Alpha, not just looking flashing.

This gets all my support
+1
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Re: Make Incendiaries Useful As Weapons/Area Denial

Post by puglife » 06 Jan 2017, 16:35

flamethrowers with actual damage and available ammo? +1
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Re: Make Incendiaries Useful As Weapons/Area Denial

Post by Cupcakes_n_Hacksaws » 08 Jan 2017, 16:50

I don't think it should permanently ignite the mobs IMO, use it when a queen charges or something, and the entire mob of aliens would have to drop and roll, stunning them for a few seconds guaranteed. Have the on-fire dissipate after a while.

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Re: Make Incendiaries Useful As Weapons/Area Denial

Post by Surrealistik » 08 Jan 2017, 20:31

Cupcakes_n_Hacksaws wrote:I don't think it should permanently ignite the mobs IMO, use it when a queen charges or something, and the entire mob of aliens would have to drop and roll, stunning them for a few seconds guaranteed. Have the on-fire dissipate after a while.
It doesn't permanently ignite mobs; each burn stack has a limited duration; using resist does stop drop and roll which gets rid of a stack after a delay and self-knockdown.
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Re: Make Incendiaries Useful As Weapons/Area Denial

Post by Surrealistik » 24 Jan 2017, 19:00

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