Commando Archive
Thread: An Idea for a Total Flamethrower Revamp
- Flamethrower damage (minimum and maximum) will have no effect on attacks other than Flamesingle.
- Flamethrower speed will stay the same.
- The Flamethrower damage/accuracy modifiers will stay the same.
Additionally, the regular Flame attack and Flame cone will be changed completely. Instead of the average 400-800 damage Flamethrower damage that all attacks use and the common Flamethrower "misses," I believe that this system should be made more logical so that all flamethrower hits, as long as it's within range, will hit. A little unbalanced, right?
Depending on the Accuracy Modifier, the range of damage will increase. For example, if the accuracy modifier is -50, your damage range will probably be about 5-400 or so. At 0, probably around 50-600. If it's +50, it will be maybe 200-800.However, you've probably noticed that even at +50, the damage range is far worse than the Flamethrower today.
Of course, this new flamethrower will always hit, as long as you're within range. Second of all, the normal flamethrower hit (not Flame Cone and Flame single) will have an Area of Effect... It will hit any enemy in front of it within range. This Area of Effect will probably be a 30-40 degree arc in front of you with the radius obviously being the range limit.
So, what will the deal with Flame Cone? It will work just like the normal Flamethrower attack. However, instead of a 30-40 degree arc, this will be a 180+ degree arc in front of you, with a new animation - you'll actually be spraying these shots from side to side
Although the maximum damage will be decreased against some enemies, you'll always hit.
As for the Flamesingle, most things will stay the same... It will hit one enemy and will act as a gun as it does today; it may miss at times. However, I believe that there should be a significantly high maximum damage increase for Flamesingle, considering the fact that it misses at times and the delay is horrible.
Hopefully, this will make this Flamethrower less like a gun like it is today, sometimes missing (o0) and more like a Flamethrower... Blasting flame all around.
Comments? Questions? Flames?
Message Edited by yorukaze on 11-20-2004 04:36 PM
dudes, jedi are weak as heck, fencer / TKM / Medic will destoy jedi.
Feixeno356 wrote:
thus killing all jedi.
dudes, jedi are weak as heck, fencer / TKM / Medic will destoy jedi.
I have yet to see a Knight beaten by a temploiter or otherwise.
poison-hs3-disease-byebye wrote:
Sorry man great idea but NO...Master commando still miss a lot but when we hit it is devastating...now judging by you sayin you have only been commando a few days you arent a master. What would make this profession work u ask. Well remove the 10 second delay from specials make it how it used to be or like other profession each special has a certain amount of delay timer multiplied by the speed of your weapon. Right now in PVE we own PVP we suck simply because we cant hit...ur idea for always hitting is kool but then the DOT would most likely be removed i mean come on llol NERF they will say..
TO fix our profession we need to return to our previous state of not having a 10 sec delay on our specials. and have an added accuracy mod i mean how do u misss with a flamer..but we cannot hit everytime no profession can do that...maybe have it to where half our shots hit the delay is gone and dot lasts longer...and of course making HAR and flame specials into 1 tree adding a unarmed with LP tree and grenades move to heavywpns and we get the new Assault rifle type gun