Other > Suggestions

Flamers

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JovankaB:

--- Quote from: Reconite on January 28, 2013, 08:23:53 pm ---Here's one.
--- End quote ---

That's for JHP against armored target, which nobody sane uses. But I agree comparing average damage / 10 AP isn't the best way to tell if something needs boost or not. Range, single burst damage, how many attacks without reloading, how easy something is to farm (and if possible at all) that's all important factors.

Blerter:
Ok JovB the fuel mkII has 0 DR it is very hard to obtain an improved flamer it has 5 shots which is still low and it does maximum 125 damage without a specialised build and much less against an armoured foe compared to avenger 100-200 against an armoured foe ( both at 5 range) it has 5 range as a apposed to avengers 35 and costs the same AP and has barely any wide spreading range.

ronillon:
The Pyromaniac perks should modify weapon damage by %, not by flat number. Something between 25-50% per each rank. That way molotovs don't get too overpowered and flamers get even bigger boost.

Along with the damage over time burning effect it would be very nice. also make the burning effect stack, as the poison does.

Wind_Drift:

--- Quote from: ronillon on January 29, 2013, 02:34:20 am ---The Pyromaniac perks should modify weapon damage by %, not by flat number. Something between 25-50% per each rank. That way molotovs don't get too overpowered and flamers get even bigger boost.

--- End quote ---

This seems like a really good middle ground.

Jorhan Stahl:
The only thing with adding burn effects and DoT with a flamer is you'd need some of the armour to give you some extra Resistance to it. If everyone got a DoT, realistic as it would be and very beneficial, you'd only need one burst to really fuck up a fight.
Hit the guys, they're all on fire, run to cover and let them burn, while they're healing up, try again etc.

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