FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: artaman on October 02, 2014, 02:03:55 PM

Title: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: artaman on October 02, 2014, 02:03:55 PM
i have idea to make flamethrower a must have for ZC as a indirect fire/room clearing/room defend weapon. this change should encourage more diverse team with more flamers being used

idea is to make flamethrower to have the attack spread side to side from maximum point of impact by 1-2 hex. like letter "T".
(http://i.imgur.com/FyQG9sf.jpg) (http://imgur.com/FyQG9sf)(http://i.imgur.com/R5qHAuM.jpg) (http://imgur.com/R5qHAuM)(http://i.imgur.com/TB7Kg5s.jpg) (http://imgur.com/TB7Kg5s)(http://i.imgur.com/s3kb8bK.jpg) (http://imgur.com/s3kb8bK)

this will make flamethrower a must have for ZC room/window camping. also great for stop swarming team from enter rooms/blobbing at outside of room.

Also flamethrower should have area denial fire mode of attack which when used will drain all ap/keep shoot flame and drain ammo until stop or ammo runs out. also maybe cause suppression/disorient after 1 second of person standing in fire.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: SnowCrash on October 02, 2014, 02:18:24 PM
Great ideas! Will be a very nice improvement for flamers. 
Title: Re: flamethrower rebalance/more viable for ZC
Post by: blasma khan on October 02, 2014, 02:46:16 PM
Would be great for incidarator to shoot fire AoE much like molotovs/Incendiary grenades as well.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: cirn0 on October 02, 2014, 03:18:25 PM
Someone get me some nice graphics for the flames first. The Molotov and incendiary effects are impressive but not quite "fire"
Title: Re: flamethrower rebalance/more viable for ZC
Post by: dillinger on October 02, 2014, 03:25:34 PM
also good fire
(http://s7.hostingkartinok.com/uploads/images/2014/10/c4408475b8be13cdbcaf6ec60f53cbbe.gif) (http://hostingkartinok.com/show-image.php?id=c4408475b8be13cdbcaf6ec60f53cbbe)(http://s7.hostingkartinok.com/uploads/images/2014/10/28bb75fc43a7ca38092cc7a5cb8ea29c.gif) (http://hostingkartinok.com/show-image.php?id=28bb75fc43a7ca38092cc7a5cb8ea29c)(http://s7.hostingkartinok.com/uploads/images/2014/10/cc15ca1e02a01a587f1950af47ee9bcc.gif) (http://hostingkartinok.com/show-image.php?id=cc15ca1e02a01a587f1950af47ee9bcc)(http://s7.hostingkartinok.com/uploads/images/2014/10/a929c98b6b3f3e7b06057c09fd700b6d.gif) (http://hostingkartinok.com/show-image.php?id=a929c98b6b3f3e7b06057c09fd700b6d)
Title: Re: flamethrower rebalance/more viable for ZC
Post by: 3.14 on October 02, 2014, 04:25:06 PM
I can make some custom explosion/fire animations if it's needed, just tell me how it should look, how many frames, what size, etc
Sample:
(http://s8.postimg.org/v7ujiyxj9/anim1.gif)
Title: Re: flamethrower rebalance/more viable for ZC
Post by: Deathproof on October 02, 2014, 05:06:19 PM
It will kind of make them OP, one guy cleaning up 10 people. They can almost do that now if he catches them aligned.

I always considered granades good for that kind of door camp cleaners.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: artaman on October 02, 2014, 05:08:46 PM
(http://i.imgur.com/dO0EaSr.gif) (http://imgur.com/dO0EaSr) 
from doom 2 archivile fire

maybe something like diablo 2 fire (some of best sprite fire i have seen)
(http://img1.wikia.nocookie.net/__cb20080922051336/diablo/images/4/42/D2-screenshot-Blaze.png)
Title: Re: flamethrower rebalance/more viable for ZC
Post by: cirn0 on October 02, 2014, 05:30:02 PM
The sprite will be for each hex tile, so 1 fire sprite will be placed onto a tile that is on fire.
Something that is not very tall and looks well when tiled.

If you could uh... give me something very similar to the D2 fire sprite that isn't the exact D2 fire sprite that would be great.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: mAdman on October 03, 2014, 04:40:23 AM
Wow area fire effects would be really nice, but my god the flamethrower does so much damage already, please reduce the output damage if you going to place damage over time area control effects attached to it.

Giving all fire weapons and some explosives (fire trap pleeeeeaaaassse :D ) the ability to set fire to a region would be for the best, fire becomes a good tactic for area control.

A little off topic but can a flamer use cone firing?
Title: Re: flamethrower rebalance/more viable for ZC
Post by: 3.14 on October 03, 2014, 06:11:44 AM
Something like this would do?
(http://s24.postimg.org/gfwkvds8x/anim2.gif)

I still don't know anything about the size, framerate or bits of transparency
Title: Re: flamethrower rebalance/more viable for ZC
Post by: Perteks on October 03, 2014, 06:32:16 AM
If I can say something, guys try to make it with flame dancing guy color pallette. (http://img3.wikia.nocookie.net/__cb20130320083838/fallout/images/9/9b/FO1_Fire_critical_hit.gif)
Title: Re: flamethrower rebalance/more viable for ZC
Post by: artaman on October 03, 2014, 11:17:27 AM
i did some edit to burning man .gif (thank perteks) from fallout for preserve fallout art style. maybe will work maybe no, dont know if will work with tiled. (http://zippy.gfycat.com/SecondhandFaithfulAddax.gif)(http://zippy.gfycat.com/BelovedJovialIndianglassfish.gif)

if not good i will try tomake diablo 2 fire style
Title: Re: flamethrower rebalance/more viable for ZC
Post by: cirn0 on October 03, 2014, 12:53:37 PM
Looks good artaman.

Tiles are 32x18 I think. I think the flames are a little bit too tall, just eyeball it next to a player model. and make sure it doesn't obscure too much of the screen when tiled.

 If you look into your client folder data/art/cirn_stuff and look at any of those folders you will alot of png and a .fofrm file. That's how I made those custom sprites for the plasma cannon projectile. I would gladly add it in if you could make it!
Title: Re: flamethrower rebalance/more viable for ZC
Post by: artaman on October 03, 2014, 02:58:43 PM
ok i do some edit and make ok loop. is 59x59 pixel seems half height of person. 100ms between image (http://zippy.gfycat.com/WastefulRealisticIndianringneckparakeet.gif)
also does fonline engine support transparencies?

here i do some comparison of size.
(http://i.imgur.com/7nGJjwR.jpg)

ok i do attachment(removed) .rar 50x50 8 images@10fps dont know if look good when tile. maybe need random start sprite so all flame not look same.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: SnowCrash on October 03, 2014, 03:29:50 PM
Epic!
Title: Re: flamethrower rebalance/more viable for ZC
Post by: nanoswimz on October 05, 2014, 04:26:38 AM
And i think fire should stay on the hexex some time, damaging overtime. No more toilet/The Room laststands
Title: Re: flamethrower rebalance/more viable for ZC
Post by: artaman on October 05, 2014, 12:04:43 PM
i look at game files and the tiles are 80x36. but i have no way to tile animations and see if fire actually looks good. stuck doing crappy mockups.
here is  50x50 8 images@10fps
(http://zippy.gfycat.com/SlushyAgonizingFinnishspitz.gif) so far this is what looks like. seems like fire too tall i think, and maybe needs interpolation/offset for extra fires between fires for better look (dont know if engine can handle, especially ZC numbers). iam compare and in game fire colors will be not so bright.(is because is composite image)
Title: Re: flamethrower rebalance/more viable for ZC
Post by: Niamak on October 05, 2014, 12:44:46 PM
I fear that current flamer mega burst damage will be nerfed for some shiny firework damage overtime.  :P
Title: Re: flamethrower rebalance/more viable for ZC
Post by: cirn0 on October 05, 2014, 04:03:46 PM
Artaman, you're using tile dimensions and not hex dimensions! The fire goes on hexes not tiles, tiles are squares and hexes are the hexagons.

I fear that current flamer mega burst damage will be nerfed for some shiny firework damage overtime.  :P

Good, we can differentiate melee from flamethrowers then. Of course in place of old flamers we'll have some stupid flame fist weapon.

An anti-camp weapon seems to be in order anyhow.

Title: Re: flamethrower rebalance/more viable for ZC
Post by: Myakot on October 05, 2014, 10:36:54 PM
"Stupid flame fist weapon".
What's next? Miracles? :D
(http://darksouls2.wiki.fextralife.com/file/view/Sunlight_Blade.png/508138392/Sunlight_Blade.png)
Buffs weapon with lightning damage. Lasts roughly 90 seconds. Best used for buffing lightning-infused weapons.
Me wont zis, odmin pleazi add ,kthxbye.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: paragon on October 06, 2014, 02:42:37 AM
Good, we can differentiate melee from flamethrowers then. Of course in place of old flamers we'll have some stupid flame fist weapon.

It's already differentiated! Flamer is anti line weapon - in the building, go out and damage 5 (6) person with one shot! It's unic, no other weapon has that option!

Better take useless fireball gun and make it anticamp, leave updated flamer alone!
Title: Re: flamethrower rebalance/more viable for ZC
Post by: mAdman on October 06, 2014, 09:07:43 AM
Good, we can differentiate melee from flamethrowers then. Of course in place of old flamers we'll have some stupid flame fist weapon.

It's already differentiated! Flamer is anti line weapon - in the building, go out and damage 5 (6) person with one shot! It's unic, no other weapon has that option!

Better take useless fireball gun and make it anticamp, leave updated flamer alone!

This is what i was thinking, the flamer is quite awesome as is, that is why I asked if it could be cone fired also, as if you can, that is already a small but strong form of area control.

Perhaps when it comes to setting areas on fire the incinerator would be best, targets or hexes directly hit take weapon damage and that hex gets set on fire, and all adjacent hexes have a chance to catch fire too. Molotovs could have a larger radius of potential hexes set ablaze.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: Deathproof on October 06, 2014, 10:46:00 AM
It can be balanced, something like shooting this type it costs 100AP, all ammo, reload takes forever (like remington).

Or you can use it like regular flamer.
Title: Re: flamethrower rebalance/more viable for ZC
Post by: artaman on October 06, 2014, 01:00:35 PM
aaaaayy, sorry!. i complete forgot game uses hex grid and get stuck on rectangle map tiles.
ok i redo in new dimensions/grid. is now 50w x 38h. still brighter then will be in-game so keep in mind. included is person standing for height compare. I am no sure developer want flame sprite to be wide enough to blend between sprite and or if i should make new sprite that is more isometric. (please give specifications so i can make as good as possible)
(http://zippy.gfycat.com/PossibleAlienatedKite.gif)
fire spread in picture is 0000000 for reference (if look from top were X is flamer)
                                 00000
                                   000
                                     0
                                     X

i see there is confusion and argument about flamer/incinerator because of my mistake of bad wording title.

topic name is flamethrower but there no flamethrower in game, only flamer/incinerator. as i see it flamer can be left as is (as it would seem it is a aerosol fuel spray type) and incinerator is napalm liquid ground burn type. so if developers of course agree i am think for all purpose this thread is about incinerator mechanic change.

(this why we need more people input, to catch mistake like this) i am edit topic to clarify incinerator.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: cirn0 on October 06, 2014, 01:27:39 PM
looks good! If you can pass me the sprite as individual PNGs the graphics for fire will be in next patch.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: artaman on October 06, 2014, 01:41:06 PM
ok here is gif 50x38@10fps 8 images (http://zippy.gfycat.com/HiddenPossibleEarthworm.gif)

here is imgur gallery with .png. please tell if any problem or u want .rar
http://imgur.com/a/TNq1C#0
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: mAdman on October 06, 2014, 03:20:16 PM
Well done artaman, champion effort. :)

What weapons did you plan to add it to cirn0? I assume incindi grenades, molotovs and incinerators, but anything else, like explosive rockets or maybe new grenade launcher rounds?
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: Myakot on October 06, 2014, 09:23:42 PM
Madman - GL addict. So you suggest to straight up not allow the 2nd life of incinerator? :) no one will use close-range flamers,  when you can nade spam.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: mAdman on October 07, 2014, 12:22:20 AM
Well I thought that there could be some variations, like weapons specifically made to cause fire, and those that just cause it by default.

Mostly just curious, lol.

But it does seem like we will now need a pyromaniac perk or trait, to go with all this fire. ;)
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: MuchaChota on October 07, 2014, 03:33:15 PM
Well I thought that there could be some variations, like weapons specifically made to cause fire, and those that just cause it by default.

Mostly just curious, lol.

But it does seem like we will now need a pyromaniac perk or trait, to go with all this fire. ;)

And it that case i'd recommend a firefighter perk or trait, like fire wasnt already OP with 40%dmg from leader  :P
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: mAdman on October 07, 2014, 04:25:50 PM
LoL that's true, maybe the pryo perk can grant resistance too hehe.

I thought it was only 20% max (2% per cha) for module buffs.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: MuchaChota on October 07, 2014, 05:13:31 PM
Believe me, fire weapons don't need anything else(not even this post suggestion), they are already the most hardhitting weapons in game. Heres an example of one dude hitting me with imp. flamer, i was near 0hp so 30% from shd, but sick dmg anyway
(http://puu.sh/c3pBR/91fe270ac0.jpg)
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: baskila on October 07, 2014, 05:56:42 PM

(http://puu.sh/c3pBR/91fe270ac0.jpg)

Your game looks like absolute ass.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: MuchaChota on October 07, 2014, 11:27:23 PM

(http://puu.sh/c3pBR/91fe270ac0.jpg)

Your game looks like absolute ass.

(http://www.dvdactive.com/images/reviews/screenshot/2011/2/ispitonyourgravebdcap3_original.jpg)

don't worry, sweetheart
I'm an ass man
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: Smalltime on October 08, 2014, 12:37:58 AM
You were in metal armor, man. I don't know what you were expecting.
Besides, this thread is talking about a tweak, not a buff.
Also, those mods really do look horrible. Really discouraging to be in the middle of making a map, then tab onto the forums and see that.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: mAdman on October 08, 2014, 04:42:01 AM
Don't worry, most people like myself still don't bother with those mods, even though walls can be so annoying at times. I would be lenient enough to say the ones who do may have PC or eyesight issues, but that's likely me being nice.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: Duke on October 09, 2014, 10:01:52 AM
Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: MuchaChota on October 09, 2014, 04:15:12 PM
Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.

It's a great idea but would require a lot of thinking and testing to get it balanced. I will throw some questions about it so you can see what im saying.

Should the shooter get info if he hit anything in console?
How many hex after wall should projectiles travel?
Would it be necessary to stand right next to wall or could you do it from afar?
If the projectile travels some distance after wall, should players with vision of that area be able to see animations?
Will 3 primary weapons(hth and throwing don't make sense) have options to do it?
All kind of walls or just some?
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: cirn0 on October 09, 2014, 05:07:43 PM
Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.

I've seen how Hyperboloid's act in TLAmk2.

That becomes a weapon for campers and the side with more wins!

However, a balacned wall pierce weapon might be OK if it doesn't do more than 40 damage and flies slower than the plasma cannon I think.

Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: Myakot on October 09, 2014, 11:02:20 PM
How about this silly little idea:
It's an EW, will work somewhat like an ARC from NS2 (http://wiki.unknownworlds.com/ns2/ARC).
The ARC can be deployed to unleash its experimental sonic-based weapon to deal massive damage to alien structures, regardless of any physical obstruction between the ARC and its targets. However, Marines are often required to escort, provide defense and line-of-sight for the siege vehicles, due to the long cooldown period between sonic blasts and absence of armor when the ARC is deployed.

It's range should be limited to 20hex max (preferably even 10), damage output astonishingly high (~150+ plasma, so that you will HAVE to move, and not just stand there and take it.) It should be deployable, and have a really slow attack animation (3-5 seconds should suffice), besides, that attack animation should be seen by everyone who is in it's range.

Pros: ZC toilet holds will seize to exist.
Cons: this'll break ZC, unless this weapon won't be T3 and REALLY rare (with huge mfc cost per shot).

Just brainstorming this, none of this is thought-out properly, hope this helps someone's idea.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: Duke on October 10, 2014, 02:06:43 AM
Well if we talk about anti-camp weapon, i have suggest. How abot wall-piercing ammo\weapon (for hex-shooting ofc)? I know, make destructible walls it so difficult, but why not make shoot through wall, it is necessary i guess.

I've seen how Hyperboloid's act in TLAmk2.

That becomes a weapon for campers and the side with more wins!

However, a balacned wall pierce weapon might be OK if it doesn't do more than 40 damage and flies slower than the plasma cannon I think.

Oh well, you mentioned "TLAMk2". Because I played a lot on the TLAMk2 and present at the creation of a hyperboloid. The thing is that there is a player has seen all the enemies through walls, in the end it all came down to shooting through obstacles with hyperboloids. With both sides. I'm talking about something else. For example perk weapons "piercing-walls." For heavy machine guns and other large caliber weapons. Which will sweep into two hexes to the wall with cuts damage by ~25%.

As I see it - if opponents entered the building, then unfold and heavy gunners start firing bursts-hex-attack on the walls, behind which presumably hiding opponents. Thus opponents will not be close standing against a wall. I especially emphasize this point, it is sufficient to sweep 2 hexes to ward off enemies from the walls. After which it can try to shoot them through the windows \ doors or smoke out flamethrower \ grenades, it will only strengthen the tactical element of combat.
 But make special type of weapon for shoot through walls - I think it is not a very good idea, it would be unbalanced.
Title: Re: flamethrower(Incinerator) rebalance/more viable for ZC
Post by: elxiz on October 14, 2014, 03:43:24 PM
.