Flamethrower changes

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SUPERMAN112
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Flamethrower changes

Post by SUPERMAN112 » 21 Feb 2016, 11:55

Summary (a quick, 2-3 sentence summary): So essentially I just find it really... nonsensical that a flamethrower doesn't catch someone on fire yet a sniper rifle does. I think when someone gets hit with a flamethrower (minus queen and ravager) they should light on fire as well as getting massive burn damage. I would also remove the fire from the sniper rifle... I just don't get it, maybe if you wanna use incendiary rounds, but they would have those for all their weapons not just sniper rifles. So maybe add in incendiary ammo for all marine weapons (bit OP) or just a few guns that have incendiary magazines and basic ones. (also do this for incendiary grenades)
Because as of now the flamethrower doesn't really intimidate any good xeno or kill any good xeno, some just run through the fire and hug you. It will give the marine more of a sense of power when holding the weapon and give more of a purpose to the ravagers fire resistance and make it just as useful as the crushers explosive resistance.

Benefits (How this will benefit the server and game as a whole): makes more sense, stronger flamethrower

Details (Description of how you think this would work, the benefits, etc): Xeno (or human) walks on the fire and if they stay there then they get lit on fire. Maybe this can't be done and that is the only reason it hasn't

Implementation (Optional, if you have an idea how to implement it):
ImageROUNDS WON AS QUEEN:39 ROUNDS LOST AS QUEEN:3
SOLO PREDATOR BATTLES WON AS QUEEN:8
SOLO PREDATOR BATTLES LOST AS QUEEN: 0

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Derpislav
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Re: Flamethrower changes

Post by Derpislav » 21 Feb 2016, 11:59

Oh hey, yet another thread about flamethrowers.
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Re: Flamethrower changes

Post by MauroVega » 21 Feb 2016, 12:32

-1 you gotta check super, there are like 5 topics about incinerator
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MilesWolfe
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Re: Flamethrower changes

Post by MilesWolfe » 21 Feb 2016, 12:34

yeah, and one of thems been accepted
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Halinder
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Re: Flamethrower changes

Post by Halinder » 21 Feb 2016, 15:37

The BIG flamethrower change suggestion, yeah, that's already gone through. It involves:

-Changing the method in which flamethrowers are loaded.
-Adding flame specialists with flame-resistant gear and belts of canisters, kind of like the grenade bandolier.
-Changing the flamer to actually set xenos on fire.
-Reducing the amount that flamers use per shot (actually already implemented).
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SUPERMAN112
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Re: Flamethrower changes

Post by SUPERMAN112 » 21 Feb 2016, 16:20

mea culpa! thread duplication, my bad
ImageROUNDS WON AS QUEEN:39 ROUNDS LOST AS QUEEN:3
SOLO PREDATOR BATTLES WON AS QUEEN:8
SOLO PREDATOR BATTLES LOST AS QUEEN: 0

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Hycinth
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Re: Flamethrower changes

Post by Hycinth » 21 Feb 2016, 18:28

Already included in http://colonial-marines.com/viewtopic.php?f=130&t=4814 which was accepted.
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Infernus
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Re: Flamethrower changes

Post by Infernus » 10 Mar 2016, 13:14

Duplicate.

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