Pages: [1] 2 3

Author Topic: flamethrower(Incinerator) rebalance/more viable for ZC  (Read 20753 times)

artaman

  • Wastelander
  • **
  • Offline Offline
  • Posts: 55
    • View Profile
flamethrower(Incinerator) rebalance/more viable for ZC
« 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".


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.
« Last Edit: October 06, 2014, 01:04:00 PM by artaman »
Logged
"sPA was a mistake" - cirn0, lead co-playwright of aop. c. 1968

SnowCrash

  • Wastelander
  • **
  • Offline Offline
  • Posts: 167
  • Ninja Lawyer
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #1 on: October 02, 2014, 02:18:24 PM »

Great ideas! Will be a very nice improvement for flamers. 
Logged

blasma khan

  • Wanderer
  • *
  • Offline Offline
  • Posts: 33
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #2 on: October 02, 2014, 02:46:16 PM »

Would be great for incidarator to shoot fire AoE much like molotovs/Incendiary grenades as well.
Logged

cirn0

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 834
  • That's Terror
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #3 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"
« Last Edit: October 02, 2014, 03:21:21 PM by cirn0 »
Logged
YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!

dillinger

  • Experienced Survivor
  • ***
  • Offline Offline
  • Posts: 282
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #4 on: October 02, 2014, 03:25:34 PM »

also good fire
Logged

3.14

  • Wastelander
  • **
  • Offline Offline
  • Posts: 155
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #5 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:
Spoiler for Hiden:
Logged

Deathproof

  • Guest
Re: flamethrower rebalance/more viable for ZC
« Reply #6 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.
Logged

artaman

  • Wastelander
  • **
  • Offline Offline
  • Posts: 55
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #7 on: October 02, 2014, 05:08:46 PM »

 
from doom 2 archivile fire

maybe something like diablo 2 fire (some of best sprite fire i have seen)
« Last Edit: October 02, 2014, 10:01:39 PM by artaman »
Logged
"sPA was a mistake" - cirn0, lead co-playwright of aop. c. 1968

cirn0

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 834
  • That's Terror
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #8 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.
« Last Edit: October 03, 2014, 01:46:37 AM by cirn0 »
Logged
YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!

mAdman

  • Outdoorsman Veteran
  • ****
  • Offline Offline
  • Posts: 643
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #9 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?
Logged

3.14

  • Wastelander
  • **
  • Offline Offline
  • Posts: 155
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #10 on: October 03, 2014, 06:11:44 AM »

Something like this would do?


I still don't know anything about the size, framerate or bits of transparency
Logged

Perteks

  • Alpha Explorer
  • Wastelander
  • **
  • Offline Offline
  • Posts: 206
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #11 on: October 03, 2014, 06:32:16 AM »

If I can say something, guys try to make it with flame dancing guy color pallette.
Logged

artaman

  • Wastelander
  • **
  • Offline Offline
  • Posts: 55
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #12 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.

if not good i will try tomake diablo 2 fire style
« Last Edit: October 03, 2014, 04:30:39 PM by artaman »
Logged
"sPA was a mistake" - cirn0, lead co-playwright of aop. c. 1968

cirn0

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 834
  • That's Terror
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #13 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!
« Last Edit: October 03, 2014, 12:55:26 PM by cirn0 »
Logged
YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!

artaman

  • Wastelander
  • **
  • Offline Offline
  • Posts: 55
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #14 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
also does fonline engine support transparencies?

here i do some comparison of size.


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.
« Last Edit: October 06, 2014, 01:29:14 PM by artaman »
Logged
"sPA was a mistake" - cirn0, lead co-playwright of aop. c. 1968

SnowCrash

  • Wastelander
  • **
  • Offline Offline
  • Posts: 167
  • Ninja Lawyer
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #15 on: October 03, 2014, 03:29:50 PM »

Epic!
Logged

nanoswimz

  • Wanderer
  • *
  • Offline Offline
  • Posts: 22
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #16 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
Logged

artaman

  • Wastelander
  • **
  • Offline Offline
  • Posts: 55
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #17 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
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)
« Last Edit: October 05, 2014, 12:16:17 PM by artaman »
Logged
"sPA was a mistake" - cirn0, lead co-playwright of aop. c. 1968

Niamak

  • Outdoorsman Veteran
  • ****
  • Offline Offline
  • Posts: 548
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #18 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
Logged

cirn0

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 834
  • That's Terror
    • View Profile
Re: flamethrower rebalance/more viable for ZC
« Reply #19 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.

« Last Edit: October 05, 2014, 07:33:16 PM by cirn0 »
Logged
YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!
Pages: [1] 2 3
 



SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip