Other > Suggestions
Flamers
Roachor:
--- Quote from: Blerter on January 21, 2013, 10:23:03 pm ---Fast shot doesnt work with flamer and it shoulden't as there is no ill effects because you can not aim anyway, also
you said 2 shots will kill a 290 hp tank, well it won't (35% DR) with CAmkII and the max damage with a flamer so 165 - 35% = 107.5
2 shots = 107.5 x 2 (215) and there is still 75 hp left despite the 20 or 40 neg health, that also means 14 or 12 AP and also will take alot of time to burst 2wice, time in which they can burst you. Pyro should deduct 15% of DR for each level of pyro (total 30%) which leaves 5% DR left and IMP flamer should have auto knockdown for those 2 burst fires.
--- End quote ---
fast shot adds 5 damage after dt/dr is calculated, so does pyromaniac. Those values bypass armour, +45 to whatever is calculated.
falloutdude:
just increase damage so It is a guaranteed 2 hit death. The way I see is like this
guy with flamer see's some dude with a avenger
guy with avenger is 20 hex away
guy with avenger allready can fire and will atleast twice before flamer guy gets there
if flamer guy gets in range and survives the 2 burst of avenger dude then he really be dealing some serious damage.
flamer guy just went through hell to get to the avenger dude so avenger dude should be fucked when flamer guy gets there.
Reconite:
Regular flamer is a farming weapon, the Improved one should be pvp-viable. Make them both cost -1 AP to fire, give the Improved one a knockdown effect and more damage.
I'd go into more detail as I've had several experimental Flamer builds (of many different varieties) in FOnline over the wipes and can certainly provide an informative view on the subject but it's just not worth the trouble for something that will most likely be ignored.
Are Molotovs fire damage type weapons yet? Or are the two levels of Pyromaniac literally only useful for the two Flamers only. It's really bad design to have 2 levels of a perk go to waste for one specific build which doesn't even fucking do anything.
Add some Incendiary ammo or some shit, just do something to make Fire work. If you added 7.62 incendiary rounds or something silly like 14mm Incendiary, they would have value purely because Pyromaniac exists and it goes towards a completely different DT/DR type than the Normal rounds, which can be better or worse for some armors. There is heavy logic in a sidegrades system that you (the devs) keep turning a blind eye to.
What is with this stubbornness to add content and bring life into unused builds? It's been like this for as long as I remember. It takes like less than 5 minutes to add Incendiary ammo or something and I already know for sure that it won't break shit, I've done it myself in the FOnline SDK.
It took you this long to get off your ass and do something to shotguns that made them marginally better than they were before, after claims about the Sawed-off Shotgun being as good as the Avenger Minigun. Please don't let this same dreadful wait for Flamers to become usable happen because you have too much pride to fix the problem.
Blerter:
So true man he has the idea! this thread might be the push devs need!
Reconite:
--- Quote from: Reconite on January 22, 2013, 05:33:26 pm ---Regular flamer is a farming weapon, the Improved one should be pvp-viable. Make them both cost -1 AP to fire, give the Improved one a knockdown effect and more damage.
I'd go into more detail as I've had several experimental Flamer builds (of many different varieties) in FOnline over the wipes and can certainly provide an informative view on the subject but it's just not worth the trouble for something that will most likely be ignored.
Are Molotovs fire damage type weapons yet? Or are the two levels of Pyromaniac literally only useful for the two Flamers only. It's really bad design to have 2 levels of a perk go to waste for one specific build which doesn't even fucking do anything.
Add some Incendiary ammo or some shit, just do something to make Fire work. If you added 7.62 incendiary rounds or something silly like 14mm Incendiary, they would have value purely because Pyromaniac exists and it goes towards a completely different DT/DR type than the Normal rounds, which can be better or worse for some armors. There is heavy logic in a sidegrades system that you (the devs) keep turning a blind eye to.
What is with this stubbornness to add content and bring life into unused builds? It's been like this for as long as I remember. It takes like less than 5 minutes to add Incendiary ammo or something and I already know for sure that it won't break shit, I've done it myself in the FOnline SDK.
It took you this long to get off your ass and do something to shotguns that made them marginally better than they were before, after claims about the Sawed-off Shotgun being as good as the Avenger Minigun. Please don't let this same dreadful wait for Flamers to become usable happen because you have too much pride to fix the problem.
--- End quote ---
Hi, I'm bumping this because I think it should be thought about as it's clearly the solution to any problems the Improved Flamer and Pyromaniac have.
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