Flamethrower mechanics

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monkeysfist101
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Flamethrower mechanics

Post by monkeysfist101 » 10 Dec 2015, 15:19

Summary (a quick, 2-3 sentence summary):
Rework the way the flamethrower works. The flamethrower will behave more like it does in the movies and games. Mechanics are listed below.

Benefits (How this will benefit the server and game as a whole):
The flamethrower will be more than an area denial and gardening tool.

Details (Description of how you think this would work, the benefits, etc):
Double fuel efficiency - The current flamethrower runs dry too easily. The incinerator unit from the movie was a primary weapon and should be able to be used as one.
Let flamethrower tanks fit in the belt - Again, this is moving the flamethrower back towards being a primary.
Remove the lingering fire - It shouldn't be firing napalm out of a pressure washer. (perhaps napalm could be ordered from cargo)
Set anything hit by it on fire - This should be a given, because, you know...flamethrower.
Wider availability - In the movie, Drake (Spc.), Deitrich (medic), and Frost (Standard) all carried a flamethrower.

Implementation (Optional, if you have an idea how to implement it):
Add two to the SL vendor to distribute.
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SkyeAuroline
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Re: Flamethrower mechanics

Post by SkyeAuroline » 10 Dec 2015, 15:22

+1 to pretty much everything here. I'm not sure how I feel about a lack of lingering fire, since currently that's the flamer's sole advantage, but if it were improved in other ways then maybe I could dig it.

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Terminator541
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Re: Flamethrower mechanics

Post by Terminator541 » 10 Dec 2015, 15:24

+1 Yes please, incinerators were giant cigarette lighters and currently they eat up a ridiculous amount of fuel.
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Re: Flamethrower mechanics

Post by Anewbe » 10 Dec 2015, 15:29

+1 Yes please, I would like to werf flammen.

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Davidchan
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Re: Flamethrower mechanics

Post by Davidchan » 10 Dec 2015, 15:36

+1, though that lingering fire is where most of the damage comes from, players who are in the initial burst and book it out seem to be relatively unharmed.

Any idea for attachments? Like different nozzles to vary how wide the firing arc is, or how long. An extra receiver that would make the weapon too big for backpacks but allow two tanks to be added at once? (doubling capacity)
Last edited by Davidchan on 10 Dec 2015, 15:38, edited 1 time in total.

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Re: Flamethrower mechanics

Post by monkeysfist101 » 10 Dec 2015, 15:38

Davidchan wrote:+1, though that lingering fire is where most of the damage comes from, players who are in the initial burst and book it out seem to be relatively unharmed.
This is offset by the target catching fire.
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Re: Flamethrower mechanics

Post by RadiantFlash » 10 Dec 2015, 15:46

I'm taking back all I just said. I wasn't paying enough attention, I don't think.

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Re: Flamethrower mechanics

Post by monkeysfist101 » 10 Dec 2015, 15:48

RadiantFlash wrote:I'm taking back all I just said. I wasn't paying enough attention, I don't think.
...what did you say?
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Re: Flamethrower mechanics

Post by Aredal » 10 Dec 2015, 15:57

Yeah flamethrower should be more burn baby burn and less Don't stay in the fire WoW expansion weapon. +1

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Re: Flamethrower mechanics

Post by Toroic » 10 Dec 2015, 16:01

I suspect the reason that it doesn't cause enemies to catch on fire is because of the friendly fire implications.
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Re: Flamethrower mechanics

Post by Edgelord » 10 Dec 2015, 16:25

Toroic wrote:I suspect the reason that it doesn't cause enemies to catch on fire is because of the friendly fire implications.
I do recall the lighting on fire aspect being removed because the marines kept burning each other to crisps. Maybe with an open map it'll be better.
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Re: Flamethrower mechanics

Post by Arachnidnexus » 10 Dec 2015, 16:42

+1 I am all for the hilarious cases of friendly fire and marines dropping and rolling. Maybe also have the flamethrower use large amounts of welder fuel instead of phoron? Not sure having it set xenos on fire 100% of the time would be balanced, but definitely want to see flamethrowers used more like in the movie.

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Re: Flamethrower mechanics

Post by Toroic » 10 Dec 2015, 17:16

Edgelord wrote: I do recall the lighting on fire aspect being removed because the marines kept burning each other to crisps. Maybe with an open map it'll be better.
I doubt it, but the results should be hilarious.
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Re: Flamethrower mechanics

Post by monkeysfist101 » 10 Dec 2015, 17:25

http://www.watchfree.to/watch-373-Alien ... ocker.html
Skip to 1:40:00 and you can see that friendly fire is part of the experience.
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Re: Flamethrower mechanics

Post by Terminator541 » 10 Dec 2015, 17:32

If the fire didn't linger as long, friendly fire would be far from as bad as it would be.
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Re: Flamethrower mechanics

Post by Toroic » 10 Dec 2015, 17:44

Terminator541 wrote:If the fire didn't linger as long, friendly fire would be far from as bad as it would be.
Bullets don't linger at all, yet every round someone empties a full clip into Sisereth, despite him politely requesting that they shoot xenos instead.
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Re: Flamethrower mechanics

Post by SkyeAuroline » 10 Dec 2015, 17:52

Toroic wrote: Bullets don't linger at all, yet every round someone empties a full clip into Sisereth, despite him politely requesting that they shoot xenos instead.
With Siserith, the friendly fire tends to go both ways.

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Re: Flamethrower mechanics

Post by Toroic » 10 Dec 2015, 17:59

SkyeAuroline wrote: With Siserith, the friendly fire tends to go both ways.
Sacrifices have to be made, and I'm pretty sure SADAR have killed as many marines as xenos over this game's history via breaches.

I mean, if you could stun with a chance to then kill the queen and kill another marine, would you? How many marines would make the same trade?
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Re: Flamethrower mechanics

Post by monkeysfist101 » 10 Dec 2015, 18:01

Let's stay on topic. This post had nothing to do with Sisereth, breaching, or the SADAR.
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Re: Flamethrower mechanics

Post by SkyeAuroline » 10 Dec 2015, 18:03

Toroic wrote: Sacrifices have to be made, and I'm pretty sure SADAR have killed as many marines as xenos over this game's history via breaches.

I mean, if you could stun with a chance to then kill the queen and kill another marine, would you? How many marines would make the same trade?
True enough. That said, we're getting off topic; I don't want to give anyone an excuse to lock this. Regarding friendly fire in general, the flamethrower is the one weapon that NEEDS friendly fire as a drawback in my opinion. It's a blast of barely controlled fire (assuming it doesn't use liquid fuel, like now).

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Re: Flamethrower mechanics

Post by ForcefulCJS » 11 Dec 2015, 10:40

It is kind of sad that /tg/station nails the fire v. xeno mechanic 100x better than this absurd "non-damaging fire block" system. The "actual flame" thrower not only would ignite xenos (forcing them to retreat or press on but face certain death) but several blasts would start to superheat the area so that it would kill xenos/weeds just from the heat alone.

It's super satsifying rushing a nest with a plasma canister and then igniting it and literally doing scorched earth tactics against xenos.

But marines here are idiots who care more about getting dem kills rather than keeping their squad alive, so they constantly shoot each other.

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Re: Flamethrower mechanics

Post by monkeysfist101 » 11 Dec 2015, 12:11

ForcefulCJS wrote:It is kind of sad that /tg/station nails the fire v. xeno mechanic 100x better than this absurd "non-damaging fire block" system. The "actual flame" thrower not only would ignite xenos (forcing them to retreat or press on but face certain death) but several blasts would start to superheat the area so that it would kill xenos/weeds just from the heat alone.

It's super satsifying rushing a nest with a plasma canister and then igniting it and literally doing scorched earth tactics against xenos.

But marines here are idiots who care more about getting dem kills rather than keeping their squad alive, so they constantly shoot each other.
The problem with adding heat is that it's about as dangerous to the operator as it is to the enemy. Laws of thermodynamics aside, it shouldn't actually generate much heat.
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Re: Flamethrower mechanics

Post by Davidchan » 11 Dec 2015, 14:46

Heat generation and atmos don't mix. We've gone over this problem MANY times and while it is true that bombs and explosions make heat, ZAS over does that heat generation and firing a flamethrower a few times can raise the temperature of a room to well over 1,000C. It's not pretty, pre-alpha grenades have a very bad habit of heating a room to ludicrous degrees and overpressurizing them in the process, making marines do the backwards wall slam dance.

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Re: Flamethrower mechanics

Post by Sanchez13 » 11 Dec 2015, 18:38

+1. Even without the heat generation mechanic, being capable of igniting aliums rather than tickling them when they run would upgrade this weapon from area-denial (like the grenades) into a more viable close-range weapon than it already is. Even possessing a larger fuel tank would make flamers more efficient, IMO.
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Re: Flamethrower mechanics

Post by apophis775 » 12 Dec 2015, 18:18

I'm going to deny this, because there's already a topic about flamethrowers, in which I am detailing the adjustments I'm going to make.

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