Commando Archive

Thread: An Idea for a Total Flamethrower Revamp

yorukaze
Thu Jul 08, 2004 7:45 pm
#1



Bring back the ancient post:






I've only been commando for a couple of days and have been reading these forums for several days now, and have come up with a solution for at least the flamethrower issue.This may seem bizarre, but it will hopefully make more sense as you read more. I know that the devs said that they'll be moving all these Heavy Weapons into one tree, but this is simply an idea. The aim of this revamp would be to make the Flamethrower less like a gun and more like an Area of Effect weapon... A Flamethrower.



  • 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



________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
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yorukaze
Thu Jul 08, 2004 7:46 pm
#2

Additionally: This could also fix the Jedi blocking problems, making this impossible to block.



________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
Ryubushi
Fri Jul 09, 2004 1:12 am
#3

Sounds pretty good to me, but I can hear the other professions crying "nerf, nerf!" already.





***Valcyn - Lt. Colonel Ryubushi [ONE] of the Empire (the Tank Maniac); Career Master Commando, Master Carbineer, and extremely Anti-NGE.
***Eclipse - Ryushidosha, freelancer; Scaley Master Carbineer, ranger, merc for hire, and general sociopath...that despises the NGE.
***StarSider - Ja'ahn Woo [PYRO] of the Alliance - The Galaxy's first Jawa commando/carbineer...who also hates the NGE.

People like me...because I force them to...with violence!

Feixeno356
Fri Jul 09, 2004 1:13 am
#4

thus killing all jedi.

dudes, jedi are weak as heck, fencer / TKM / Medic will destoy jedi.



Master Teras Kasi / Going Pistoleer Master.
A member of ROGUE
Beta Tester who is behind the times
We will show them the true power of the C-Force
CaanonWeathers
Fri Jul 09, 2004 1:46 am
#5

Just intime for me to become a Commando. Sounds like a good time.



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Petra Zorski - Starsider
Cecelie - Kettemoor

yorukaze
Fri Jul 09, 2004 6:07 am
#6


I'm not saying that the Jedi can't block it. I just said that this Flamethrower change may lead to a Jedi blocking change in the future.



________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
Ster
Fri Jul 09, 2004 7:46 am
#7






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.



Ster Nemor... The last of the Mononokians
Master Commando
Master TKA
Pistoleer 0030
CaanonWeathers
Sat Jul 10, 2004 8:01 am
#8

And I've yet to see a jedi win agianst one of them.. Fascinating



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Petra Zorski - Starsider
Cecelie - Kettemoor

poison-hs3-disease-byebye
Sat Jul 10, 2004 11:55 am
#9

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
poison-hs3-disease-byebye
Sat Jul 10, 2004 11:56 am
#10

lol the poison headshot thing is no longer my template im a master commando and deciding what else..I had the master rifle cm long before the band wagon
yorukaze
Sat Jul 10, 2004 3:50 pm
#11






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






Yeah, I'd go for that Just as accurate, I suppose. I believe that they should at least make the specials delay time as fast as regular marksman specials (like Overcharge shot + Flamethrower, which is has less than 1/2 the delay of specials like Cone and Single.



________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
JDubFenix
Sat Jul 10, 2004 7:48 pm
#12

I would love to see this idea implemented. Although I haven't heard any information about the CB in regards to the commando profession, we do need to go back to pre-nerf days. It's one of the primary things I am hoping for in the weeks leading up and through the CB.



-- Javino Decree --
Pilot of the Jaded Ideal and the Faded Destiny
'In an hour of darkness, the blindman is the best guide.
In an age of insanity, allow the madman to lead the way.'

yorukaze
Sun Jul 11, 2004 6:08 am
#13

Thanks, J




________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
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