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Author Topic: Flamers  (Read 6229 times)

Mike Crosser

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Re: Flamers
« Reply #45 on: January 28, 2013, 02:06:50 pm »

A nice buff may be a new Perk for the Flamer. Such as "Burn" or "Blaze" which takes 3 hp each second for 10 seconds (charter gets ablazed). Or something like that, and the effect could be healed only with 100% or upper Doc Skill.
Or maybe water?Would give another use for the bottles and water bags.

Dark.

  • I heard he came from the North.
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Re: Flamers
« Reply #46 on: January 28, 2013, 02:12:05 pm »

Or maybe water?Would give another use for the bottles and water bags.
+1. Water might slow down ablazing effect.
Re: Flamers
« Reply #47 on: January 28, 2013, 06:21:50 pm »

I like it, this game seriously lacks dots
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Re: Flamers
« Reply #48 on: January 28, 2013, 07:26:25 pm »

I like that but 30 damage is not enough it should be 10 damage for 10 seconds (as it can be reduced by water) and this should not be affected by any DR or DT, during this time of which they can still move--attack--kill you.
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Reconite

  • I'm a Spore Plant, I swear to god
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Re: Flamers
« Reply #49 on: January 28, 2013, 08:23:53 pm »

Quotation please.
Here's one.
Table with all 3 brd vs CA:
PID_AVENGER_MINIGUN      1.659908675
PID_SAWED_OFF_SHOTGUN      1.651073198

Alternatively, you could just search Solar's post history, it ought to be mentioned in there about 50 times at least.

Also, I'd like to add that an "Afterburn" effect, would be extremely simple to simulate in the FOnline engine. Literally all you'd have to do was copy/paste the Poisoned effect, up the lethality of it and reduce the amount of time it stays, detach it from the "Poison" effect itself so you can't cure it with Antidote but maybe with Bottled Water or some crap. This wouldn't fix the problem with the Improved Flamer being useless in PVP (my other suggestions will) but it would give them a unique niche that no other weapon in the game can currently fill (that is Damage Over Time).

And seriously, what is the reason for Molotovs not doing Fire Damage by now? Is it an issue with them doing +40 damage with Pyromaniac? I think if someone is invested enough to go twice into Pyromaniac they deserve to use God-Molotovs. Pretty sure one of the devs (maybe Lexx? the rational one) agreed with me that they should be doing fire damage to fill the niche that Frags and Plasma nades don't at some point aeons ago. Molotovs don't explode and spray fragments everywhere, they smash and spew fire over the landscape.

So much could be done with Flamers, Molotovs, the Pyromaniac perk or incendiary ammo it's unbelievable. The only weapons in the entire game capable of doing fire damage get completely ignored. There's a whole Damage Threshold and Resistance type to prevent against it, but what's the point if nobody in the game would be caught dead trying to use a Flamer. While the usual Flamer is the entry-level Big Guns weapon for grinding, having the Improved Flamer as a simple grinding tool is just embarrassing, it could be so much more. What the hell do you do with those Pyromaniac perks once you level cap out and there's nothing left to grind on?
« Last Edit: January 28, 2013, 08:37:40 pm by Reconite »
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

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JovankaB

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Re: Flamers
« Reply #50 on: January 28, 2013, 08:38:57 pm »

Here's one.

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.
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Re: Flamers
« Reply #51 on: January 28, 2013, 11:27:29 pm »

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.
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Re: Flamers
« Reply #52 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.

Along with the damage over time burning effect it would be very nice. also make the burning effect stack, as the poison does.
Re: Flamers
« Reply #53 on: January 29, 2013, 08:21:19 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.

This seems like a really good middle ground.
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Jorhan Stahl

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Re: Flamers
« Reply #54 on: February 02, 2013, 04:38:19 am »

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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Reconite

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Re: Flamers
« Reply #55 on: February 02, 2013, 07:17:37 pm »

The answer to what you said is the Fire DT/Fire DR stat on all armor types, this already exists. Fire DT/DR is pretty beefy on every high-end armor already, much like Laser vs Metal Armor.
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Quote from: Zogra
THIS IS NOT BETA THIS IS SPARTA

ARWH. Scummers to the end.
Re: Flamers
« Reply #56 on: February 04, 2013, 02:14:50 pm »

This damage over time is stupid thing in my opinion.... i think the buff sould be something like the shotgun gained but not whit knockback affect but if you get closer to your target your chance to hit critical increases or the damage bonus.... that sould do a good thing to the flamer from 5 hex you gain notgin from 3 you get 25% crit chance or more... and so on if you get to 1 hex you gain insta crit or 100% damage this is what i think that will make the flamer build usable not damage over time bullshit
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Do you hear the voices too?
Re: Flamers
« Reply #57 on: February 04, 2013, 06:00:12 pm »

oh yeah because bg needs a weapon that's only good for one hexing, they don't already have that. ::)
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Re: Flamers
« Reply #58 on: February 07, 2013, 10:24:34 am »

This damage over time is stupid thing in my opinion.... i think the buff sould be something like the shotgun gained but not whit knockback affect but if you get closer to your target your chance to hit critical increases or the damage bonus.... that sould do a good thing to the flamer from 5 hex you gain notgin from 3 you get 25% crit chance or more... and so on if you get to 1 hex you gain insta crit or 100% damage this is what i think that will make the flamer build usable not damage over time bullshit

Then lest reverse the thing if you hit the tharget at 5hex you get more krit or damage and from one hex you do the regular damage whit no bonuses. It would make it mutch more usable and then agan you wont get another 1 hex-er istead a 5hexer
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Do you hear the voices too?
Re: Flamers
« Reply #59 on: February 07, 2013, 10:31:34 pm »

Then lest reverse the thing if you hit the tharget at 5hex you get more krit or damage and from one hex you do the regular damage whit no bonuses. It would make it mutch more usable and then agan you wont get another 1 hex-er istead a 5hexer

To counter his post you suggest doing less damage at one hex than 5 just because he said that?! What a preposterous suggestion. Utterly outrageous.
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