FlameThrower rework - concepts: - Page 2

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  1. #11
    Whicked Sick Higor's Avatar
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    So far I've only changed the projectile mechanics.
    https://github.com/CacoFFF/SiegeIV-U...ac68019a95a831
    I think i'll keep it like this and see how this partial change is received.

    +//
    +// Higor changelog:
    +// - Got rid of useless variables.
    +// - Disconnected players cannot incinerate builds
    +// - Spawns less sprites on low framerates
    +// - Set bNetTemporary=True
    +// - Can only incinerate one target
    +// - TakeDamage applied on all Pawns
    +// - Victim lookup rules changed
    +// ** from: Radius=(64+Victim.CollisionRadius)
    +// ** to: Touching OR (Radius=72+Victim.CollisionRadius AND visible)
    +// - Base damage changed to 20 (from 40)
    +// - Another 20 damage instance is dealt to the Actor that touches the projectile
    +// ** Can now hit triggers, open doors, destroy decorations...
    ------------------------------------- * -------------------------------------

  2. #12
    Rampage Cella_V2's Avatar
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    As I said, its hard to discuss about something that hasnt been tested yet on public.

    The thing im more interested in is repairing the core.

    You cant tell me that when you smack the shit out of a beautiful gem you can fully restore it to its old state. Something has to change when it comes to that subject aswell.

    Just my few dollar bills

  3. #13
    ~Goddess~ |uK|fleecey's Avatar
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    Quote Originally Posted by Higor View Post
    When you put it that way, it's a nasty side effect of buildable weapons, ppl don't want to lose them and stay def.
    Would adding +5 armor to repair function make ground offensive play stronger (in a balanced way) in your opinion?

    - - - Updated - - -

    Another way to force offensive movements, is to lower RU requirements of weapons but also reduce the initial ammo given, encouraging kamikaze movements.
    Let's see:

    Pulse Rifle:
    - Spawns with 199 ammo on Mid.
    - Buildable for 350 RU with 75 ammo.

    Ape Cannon:
    - Increase cost to 800 (from 750) because it's refillable.

    FlameThrower (above concept):
    - Spawns in mid with 150 ammo.
    - Buildable for 800 RU with 65 ammo.

    Please no buildable flame, just let it spawn in mid

  4. #14
    Unstoppable audiosonic's Avatar
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    Quote Originally Posted by Higor View Post
    Pulse Rifle:
    - Spawns with 199 ammo on Mid.
    - Buildable for 350 RU with 75 ammo.
    Nice try Higor.

  5. #15
    Moderator ][X][~FLuKE~][X]['s Avatar
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    Quote Originally Posted by Higor View Post
    When you put it that way, it's a nasty side effect of buildable weapons, ppl don't want to lose them and stay def.
    Would adding +5 armor to repair function make ground offensive play stronger (in a balanced way) in your opinion?

    - - - Updated - - -

    Another way to force offensive movements, is to lower RU requirements of weapons but also reduce the initial ammo given, encouraging kamikaze movements.
    Let's see:

    Pulse Rifle:
    - Spawns with 199 ammo on Mid.
    - Buildable for 350 RU with 75 ammo.

    Ape Cannon:
    - Increase cost to 800 (from 750) because it's refillable.

    FlameThrower (above concept):
    - Spawns in mid with 150 ammo.
    - Buildable for 800 RU with 65 ammo.

    Adding armour is not really a solution, that's like introducing something disruptive and using something to try to fix it afterwards to compensate, but the original disruption will still remain. I would like to see it something like this

    Ape Cannon
    - Increase cost to 1200 because it is refillable.
    This amount will put off those who spam it and allow those who should know by now that the alt projectile decimates super containers, which makes it a desirable build.

    Pulse Rifle
    - Mid as you put, 199RU ammo.
    - Buildable for 1000RU with 199 ammo, again serving to put off spam builds but still giving a generous ammo count. (you are a severe pulse whore Higor, so I am not surprised you want the price to be lower)

    Flame
    - Spawn mid with 50 ammo, this stems the spam flaming and teaches players they don't need to hold down fire and spam it in every direction. This would nudge players to be accurate instead of spam and hope until ammo runs out
    - buildable... no no no no no and just NO, that would be a jet packers wet dream.


    One thing not really to do with flame, is the super sniper crossed with alt pulse. Minigun being ZP is a damn nightmare with spammers as well as it pins a player so they cant move. again, this stops people learning to use it properly.


    This is like others, just an opinion and can't fully judge without seeing it in action. Lowering ammo and raising costs on spam weapons though is something I strongly believe will increase team play and less spam. This also means some stalemate games will get less as those who normally spam wont be able to any more, meaning they have to get involved with the team.
    Last edited by ][X][~FLuKE~][X][; 02-11-2016 at 11:06 AM.

  6. #16
    Dominating Scourge's Avatar
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    While we're on the subject, when people die with it let's get a "Scourge was carrying a FLAMETHROWER and a TRANSLOCATOR and a SUPER JETPACK and THREE WARHEADS!!!"

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