Commando Archive

Thread: Flame Thrower Suggestion Thread

AlufNull
Wed Oct 29, 2003 2:13 pm
#1

I know the Flame Thrower is a great weapon, but it still needs some work. And it needs some thoughtfull work as it most likely needs to be toned down a bit. Post your suggestions here.





"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
AlufNull
Wed Oct 29, 2003 2:33 pm
#2

I am pretty sure most people are happy with the FT the way it is, but lets here what you have.


I really think the need to do somthing about the wounding and the fact that the DoT ignores armor and resists.




"Stop thinking with your flame thrower!" - Bobbi Sox (Master Dabbler), Tarquinas
Tira-Misu Master Gunfighter / Master Bio Engineer (Retired)
Ivoni
Wed Oct 29, 2003 3:04 pm
#3

The entire wounding issue is irrelevant to me.

I have novice medic and with the proper stims and kits I can heal myself. I have 0 trees trained in medic other than novice.

And since bleeding lasts just as long as our dot, I don't care.

As for disregarding resists, while it's obvious heat is our dots use, what is mind bleed? Or leg? Or chest? Bleeds are powerful. Take them away and you hurt everyone.

I would like to see AP1 on the flamethrower, but it's not likely to happen. If they fix our dot then I would like to see AP1.

Otherwise, flamethrower is fine and dandy.



Ivoni the Bunny Slayer
1st Master Commando on Intrepid (retired for jedi hunt)
1st Holocron - Master Ranger (done)
2nd Holocron - Master Squad Leader (done)
3rd Holocron - SILENT (100k wasted)
maddogs
Wed Oct 29, 2003 3:22 pm
#4

ok heres my thoughts on the flamer


for the flamer make it so it dose no dam(ie min dam 100-max dam 200 speed 4.3){flamersin real life dont hurt when they hit but they do put one heck of a dot on}on attack but has a heck of a dot and sprays 23m


providing that oly if the har gets made just like the llc




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Daniel' Judson-Leonheart

Gorbisloth
Wed Oct 29, 2003 4:48 pm
#5

Everyone just needs to leave the Flamethrower alone. When/If they fix the resists affecting dot attacks it will be fine.



Ilyn Payne
Radiant Local 69
Master TKA
maddogs
Wed Oct 29, 2003 4:54 pm
#6

ok i have had this sed alot ok leav flamer as is



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Daniel' Judson-Leonheart

Vithar
Wed Oct 29, 2003 5:12 pm
#7

I do not think it is the FT that needs changing. Instead there needs to be someway to end our DoT. Combat Medics and Doctors should be able to stop burn damage. Meditate 4 should be able to stop burn damage.
Lazzeris
Wed Oct 29, 2003 5:30 pm
#8

Here's how you stop the dot. Jump into water. Easy as that. Otherwise I feel the Flamer is good as is. (excpet maybe a knock down effect. you'd fall over if a huge fireball came flying toward you wouldn't you. not likely to happen but think about it.)



Stryyders Walkabout
MASTER Commando
Creature Handler 3/4/1/1
Lowca Galaxy
Gorbisloth
Wed Oct 29, 2003 5:31 pm
#9

Water cures the fire dot. Until they put in the Super Soaker 5000 then water should be the only way to cure it. Why should they add in something anybody can use to cure fire dot when it requires First Aid 2 to heal all other bleeds.




Ilyn Payne
Radiant Local 69
Master TKA
maddogs
Wed Oct 29, 2003 5:42 pm
#10

i have thoght over it and no there should be no changes to the dot or the flamer


and no cure made ithere becous u cant realy put out this typ of fire without extreem atation


but if we must have a cure it should be a thermol blanket that your friend has to wrap u in for 30 sec to put it out




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Daniel' Judson-Leonheart

Kbarsoom
Wed Oct 29, 2003 6:33 pm
#11

IMO the FT is fine as is, but there needs to be some changes built around it...


Add a skill to the medical branches to use an "Extinguisher"<sp> crafted from a schematic added to the crafting branches. A limited charge item that would act like first aid, each use decreasing the strength of the flames. Depending on how many DOT's the person had stacked on them it could take 3 to 6 applications to completely put out the fire.


Resists should SLOW DOWN the DOT but not stop it. Even at 100% heat resist a target is going to burn eventually. Scale the DOT so that, as an example, it takes the DOT twice as long to incinerate a target with a 50% resist to heat.


And finally, the biggest change.... Get the address of everyone that says an ATST or other vehicle can't burn, and then go over and douse thier car with Napalm. It ain't gonna burn fast, but it's gonna burn.



Just my 2 creds....


Master Commando/1034 Squadleader




Kail Barsoom
"Dyins the easy part, we just gotta stay alive long enough to get paid."
maddogs
Wed Oct 29, 2003 6:41 pm
#12

ok if there hase to be a cure like i sed it should be


a thormol blanket that only master commandos can make or master BEs only haveing 2-5 uses


and u can not use it to ur shelf if u check on fire a friend has to rap you in this blanket for 30 secs this can be done during combat and out of combat but it must be done by some one ells and for 30 secs




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Daniel' Judson-Leonheart

ScootieJoogab
Wed Oct 29, 2003 8:04 pm
#13

Get rid of the 2.5x melee damage modifier, and nerf the DOT so that it doesn't cause wounds. Done and done.



Scootie Joogab - Modern Pirate - United Pirates - Kettemoor
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The first Master Smuggler on Kettemoor named Scootie Joogab
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