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Flamethrower Concept

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Flamethrower Concept

Postby Articsledder » Thu Apr 19, 2012 10:08 pm

Before anyone says it, the thread on the DNSL covers many other topics, and only mentions one sentence about a flamethrower.
Edit: Because I'm being too specific apparently, I'm taking all the damage related numbers out of the OP.

THIS WEAPON IS NOT MEANT TO KILL. IT IS MEANT TO SUPPRESS.

This weapon's main purpose is to quickly clear out bunkers, and force enemies to retreat. Here is a general idea of how it would look.
Image
(Blue/Green represent where each teams colors would go)
Unlike TF2's flamethrowers, it has a slightly longer range, but has a very narrow stream, arching, almost liquid like, until point of contact, when it spreads out over the surrounding 3-4 blocks.

http://upaoncp.files.wordpress.com/2011/11/flameth3.png
http://upaoncp.files.wordpress.com/2011/11/flameth2.png

The maximum (and I mean absolute max) range would be 25 blocks, for reference, here is 25 blocks.
http://upaoncp.files.wordpress.com/2011/11/20blocks.png

To keep people from using it as a killing weapon, the splash does X damage every second, enough to scare people away but not insta-kill.

Standing directly in the stream for more then then .75 seconds will deal X damage a second. People most stand in the stream for more then .75 second to keep people flailing the thing around creating a wall of burning oil.

The Flamethrower would start with 175 ammo, and for each second the trigger is held, 10 ammo is used. Holding the trigger for more then 3 seconds at a time will cause you to take 5 damage a second.

After coming into contact with the flame, a player burns for the next 15 seconds.
Burning players have part of their screen obscured by fire.

This isn't a priority update, but would be nice when the game is more stable.

So, does anyone have any constructive criticism/suggestions?

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Last edited by Articsledder on Thu Apr 19, 2012 11:14 pm, edited 3 times in total.
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Re: Flamethrower Concept

Postby SICKfudge » Thu Apr 19, 2012 10:12 pm

yes, there is only one sentence about it.
that sentence is in a list called do not suggest.
Problem?


Also at five damage per second it would not scare me away. i would shoot him in the twenty seconds i have before i die. I see no use for the weapon you have proposed.
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Re: Flamethrower Concept

Postby Articsledder » Thu Apr 19, 2012 10:18 pm

SICKfudge wrote:yes, there is only one sentence about it.
that sentence is in a list called do not suggest.
Problem?


Also at five damage per second it would not scare me away. i would shoot him in the twenty seconds i have before i die. I see no use for the weapon you have proposed.



One sentence is not a proper suggestion

Also, what would you do if he walked close enough to get the stream in your face?

However, thank you for reminding me to add that the flame obstructs players views and they burn for the next 15 seconds.
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Re: Flamethrower Concept

Postby SICKfudge » Thu Apr 19, 2012 10:26 pm

Duck?
I dont see why anyone would want to use a weapon that caused themselves damage and something i especially think Aos is not about is drawn out gun battles, if i have to kill people to get an objective i want to do it as quickly as possible with as little chance of being detected, not standing around waiting for people to get enough fire on them to die.
Also you say it would be used for clearing out bunkers. Ever heard of Grenades?
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Re: Flamethrower Concept

Postby Fluttershy » Thu Apr 19, 2012 10:52 pm

Articsledder wrote:Standing directly in the stream for more then then .75 seconds will deal 5 damage a second. People most stand in the stream for more then .75 second to keep people flailing the thing around creating a wall of burning oil.

5dps is terrible

After coming into contact with the flame, a player burns for the next 15 seconds.
Burning players have part of their screen obscured by fire.


whats the damage rate of this?

Despite being made for suppression, smg seems to do the same job, but actually has the potential to kill. Plus "being made to clear out bunkers quickly" and "not meant to kill" is contradictory.
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Re: Flamethrower Concept

Postby Articsledder » Thu Apr 19, 2012 11:06 pm

Fluttershy wrote:
Articsledder wrote:Standing directly in the stream for more then then .75 seconds will deal 5 damage a second. People most stand in the stream for more then .75 second to keep people flailing the thing around creating a wall of burning oil.

5dps is terrible


Ok, that can be changed to 10, honestly, its all up to ben.


Fluttershy wrote:
Articsledder wrote:After coming into contact with the flame, a player burns for the next 15 seconds.
Burning players have part of their screen obscured by fire.


whats the damage rate of this?

5 damage per second.

"Clearing out bunkers quickly" as in causing the people inside the run away/stand back from the windows, basically neutralizing the base and giving a team mate a chance to throw a grenade in or blow a hole in the wall.
SICKfudge wrote:Duck?
I dont see why anyone would want to use a weapon that caused themselves damage and something i especially think Aos is not about is drawn out gun battles, if i have to kill people to get an objective i want to do it as quickly as possible with as little chance of being detected, not standing around waiting for people to get enough fire on them to die.
Also you say it would be used for clearing out bunkers. Ever heard of Grenades?


Did you completely skip the part about splash damage?

Also, The weapon overheats to keep people from just holding down the trigger for too long and just using the stream of fire to kill people.


Edit: Because I'm being too specific apparently, I'm taking all the numbers out of the OP.
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Re: Flamethrower Concept

Postby Paratrooper » Thu Apr 19, 2012 11:32 pm

>I'd have to remind everyone that shooting at the gas tank of a flamethrower will not make it explode.
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Re: Flamethrower Concept

Postby MegaDeuce » Thu Apr 19, 2012 11:37 pm

OK, everyone forget about the damage rates and specifics and just think about how this weapon would work. Shoots a thin stream of fuel, fuel ignites on whatever surface/person it hits and spreads out.

1) Enemy squad makes their way into your base and is camping out in one of your forts near the front line. Walls are too thick to SMG, and you can't go behind them because they're too close to the front. Answer? Use the flamethrower and clear them out.

2) You know a sniper is on the other side of the wall, but you don't know where. He's really good, so you don't think you can jump over the wall and kill him before he can kill you. You threw all your grenades and they didn't work. Answer? Point up, arcing the flamethrower stream over the wall and strafe until you clear the area.

3) Enemy squad crawled under your GH1 fort, and you can look through the floor and see them. You want to grenade them but it's your fort so you aren't superhappy about that. Solution? Break a hole above them and fill that hole with the Flames of Justice.

So the pattern I see is, if you can't use a grenade, and you don't need to destroy buildings, a flamethrower is exactly what you're looking for. Also, flamethrowers were invented to clear out trenches, bunkers, and tunnels in WWI, so they're pretty damn appropriate for a game like this.

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Re: Flamethrower Concept

Postby Moonkey » Fri Apr 20, 2012 1:05 am

It sounds like a shotgun with a rapid rate of fire. And it leaks health over-time. Useless if you ask me because people are for range on here (Currently anyways). Not a very good idea. But OK then.
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Re: Flamethrower Concept

Postby ThomasArcane » Mon Apr 23, 2012 3:04 am

It'd have to be close range only and do very little up front damage but use a poison effect.

Besides, I'd just get behind and shoot the tank. Killing mister flame and all of his buddies.
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Re: Flamethrower Concept

Postby TRYxHARDERxPANTS » Mon Apr 23, 2012 3:14 am

+1, This would really be good for Intel defense, and defending Tug of War posts :)

I fully support this idea!

It'd be cool to climb up a tower with people chasing you, then set the stairs on fire so they have to either take the whole building down to get you, or find another way up :3
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Re: Flamethrower Concept

Postby Paratrooper » Mon Apr 23, 2012 3:49 am

http://wiki.answers.com/Q/Does_a_flamet ... u_shoot_it

Unless it's a tracer, it's highly unlikely to explode.
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Re: Flamethrower Concept

Postby ThomasArcane » Mon Apr 23, 2012 3:57 am

Paratrooper wrote:http://wiki.answers.com/Q/Does_a_flamethrower_blow_up_if_you_shoot_it

Unless it's a tracer, it's highly unlikely to explode.


Forgetting the guns in-game use tracers?
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Re: Flamethrower Concept

Postby Paratrooper » Mon Apr 23, 2012 3:58 am

ThomasArcane wrote:
Paratrooper wrote:http://wiki.answers.com/Q/Does_a_flamethrower_blow_up_if_you_shoot_it

Unless it's a tracer, it's highly unlikely to explode.


Forgetting the guns in-game use tracers?


They are NOT tracers. They are regular bullets.
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Re: Flamethrower Concept

Postby Priok » Mon Apr 23, 2012 3:58 am

a flamethrower would be cool, I would like it a lot, it'd fit in very well with this game.
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