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Author Topic: flamethrower(Incinerator) rebalance/more viable for ZC  (Read 20757 times)

Myakot

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Re: flamethrower rebalance/more viable for ZC
« Reply #20 on: October 05, 2014, 10:36:54 PM »

"Stupid flame fist weapon".
What's next? Miracles? :D
Spoiler for Hiden:

Buffs weapon with lightning damage. Lasts roughly 90 seconds. Best used for buffing lightning-infused weapons.
Me wont zis, odmin pleazi add ,kthxbye.
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paragon

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Re: flamethrower rebalance/more viable for ZC
« Reply #21 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!
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mAdman

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Re: flamethrower rebalance/more viable for ZC
« Reply #22 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.
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Deathproof

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Re: flamethrower rebalance/more viable for ZC
« Reply #23 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.
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artaman

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Re: flamethrower rebalance/more viable for ZC
« Reply #24 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)

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.
« Last Edit: October 06, 2014, 01:05:38 PM by artaman »
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cirn0

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #25 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.
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artaman

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #26 on: October 06, 2014, 01:41:06 PM »

ok here is gif 50x38@10fps 8 images

here is imgur gallery with .png. please tell if any problem or u want .rar
http://imgur.com/a/TNq1C#0
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mAdman

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #27 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?
« Last Edit: October 06, 2014, 03:22:18 PM by mAdman »
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Myakot

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #28 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.
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mAdman

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #29 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. ;)
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MuchaChota

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #30 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
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mAdman

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #31 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.
« Last Edit: October 07, 2014, 04:38:51 PM by mAdman »
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MuchaChota

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #32 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
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baskila

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #33 on: October 07, 2014, 05:56:42 PM »


Spoiler for Hiden:


Your game looks like absolute ass.
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MuchaChota

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #34 on: October 07, 2014, 11:27:23 PM »


Spoiler for Hiden:


Your game looks like absolute ass.

Spoiler for Hiden:

don't worry, sweetheart
I'm an ass man
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Smalltime

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #35 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.
« Last Edit: October 08, 2014, 01:56:06 AM by Smalltime »
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mAdman

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #36 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.
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Duke

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #37 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.
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MuchaChota

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #38 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?
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cirn0

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Re: flamethrower(Incinerator) rebalance/more viable for ZC
« Reply #39 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.

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