Author Topic: Flamethrower issues  (Read 4676 times)

0 Members and 6 Guests are viewing this topic.

Offline Hootie hoo

  • Camper
  • ***
  • Posts: 291
  • "Noone" isn't a word.
Flamethrower issues
« on: July 10, 2006, 04:23:10 am »
Although the flamethrower is given as a bonus and is not a normal weapon, I really believe that it needs to have a real reload time. This wouldn't be of much relevance if you could kill 4 people without reloading, so I also think the ammo avaliable should be only half of what it is now. It's kind of unfair that it just goes and goes and goes and goes without end or pause. I have two alternative, but more complicated solutions:
-Put a motion restriction on any player with a flamer
-Make the flamer temporary: when the Flame God powerup is lost, so is the weapon (former weapon should be regained)

Let me know on what you think about this. The flamers have really been bugging me... =/
Image removed please read the forum rules.

Offline Unlucky XIII

  • Soldier
  • **
  • Posts: 144
  • Unit Zero One Three
    • Member Since: 26 Jun 2004
Re: Flamethrower issues
« Reply #1 on: July 10, 2006, 05:05:42 am »
-Make the flamer temporary: when the Flame God powerup is lost, so is the weapon (former weapon should be regained)
I am not sure how long you have played Soldat, but this is the previous setting for the flamer, the fact that you can keep it has made some players (that I know, and includes me as well) very happy.
A reload may help, but it is a powerup, so I don't think it should have any disadvantages, really, unless other bonuses gained some kind of disadvatage (crazy personal opinion, I know).
For the prolonged reload, I support. Otherwise, I do not, sorry.

"The old ones are the best"

Offline Night Vision

  • Major(1)
  • Posts: 39
Re: Flamethrower issues
« Reply #2 on: July 10, 2006, 06:10:14 am »
Although the flamethrower is given as a bonus and is not a normal weapon, I really believe that it needs to have a real reload time. This wouldn't be of much relevance if you could kill 4 people without reloading, so I also think the ammo avaliable should be only half of what it is now. It's kind of unfair that it just goes and goes and goes and goes without end or pause. I have two alternative, but more complicated solutions:
-Put a motion restriction on any player with a flamer
-Make the flamer temporary: when the Flame God powerup is lost, so is the weapon (former weapon should be regained)

Let me know on what you think about this. The flamers have really been bugging me... =/

well...... the flamethrower, IMO, is not actually that good. It's incredibly low range, very low damage, very high ricochet... I have never killed anyone with it and the only good part of flamegod to me is the invincibility.

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #3 on: July 10, 2006, 06:41:48 am »
The flamer is fine. hell if it only gave me the flamer for 10 seconds again and reverted back, then  i might as well stand still for that time.

besides the guy with the flamer is usally the main target of everyone.

Offline MofoNofo

  • Veteran
  • *****
  • Posts: 1019
Re: Flamethrower issues
« Reply #4 on: July 10, 2006, 06:54:19 am »
I'd like it if i could actually throw away my Flamethrower then pick up another gun (when i throw it, it disappears)

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #5 on: July 10, 2006, 03:23:15 pm »
I'd like it if i could actually throw away my Flamethrower then pick up another gun (when i throw it, it disappears)

it disapears so the flamer doesn't last on the map forever.

A.K.A

I kill someone who is holding a flamer, i pick it up, i use, someone kills me when im holding a flamer.

almost like a loop.

Offline Mr. Domino

  • Flagrunner
  • ****
  • Posts: 969
  • Don't just sit there and waste your precious time.
    • XBLIG.co
Re: Flamethrower issues
« Reply #6 on: July 10, 2006, 03:36:27 pm »
I kill someone who is holding a flamer, i pick it up, i use, someone kills me when im holding a flamer.

I pity the person who abandons his current weapon -- one which stands a chance of actually killing someone -- for the flame thrower. :) Really, I'd like to see the flame thrower made a primary over one of the autos with some damage added to it since it'd help diversify the weapons. As a bonus item, it stinks.

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #7 on: July 10, 2006, 06:04:43 pm »
I kill someone who is holding a flamer, i pick it up, i use, someone kills me when im holding a flamer.

I pity the person who abandons his current weapon -- one which stands a chance of actually killing someone -- for the flame thrower. :)

I was stating a point if the flame thrower didn't disearper, not a suggestion.

Offline Mr. Domino

  • Flagrunner
  • ****
  • Posts: 969
  • Don't just sit there and waste your precious time.
    • XBLIG.co
Re: Flamethrower issues
« Reply #8 on: July 11, 2006, 12:21:39 am »
I was stating a point if the flame thrower didn't disearper, not a suggestion.

Yes, I know. It was a joke.

Offline T-Bone

  • Flagrunner
  • ****
  • Posts: 895
  • Harmonicas Suck
Re: Flamethrower issues
« Reply #9 on: July 11, 2006, 12:47:43 am »
i agree with mr.domino....i would rather have the flamer as a primary thatn a power up, cause IMO it sucks right now. Get rid of the Minigun, and use the flamer!
Your acting like your having a duel and your opponent gets a pistol and you get a spork.
Isn't that pretty much what it is? I dunno wtf a spork is, I suppose it's way weaker than the pistol since you compared that to this.

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #10 on: July 11, 2006, 03:06:35 am »
i agree with mr.domino....i would rather have the flamer as a primary thatn a power up, cause IMO it sucks right now. Get rid of the Minigun, and use the flamer!

LOL! MINIGUN GOD!

i like it, an instant reload of a minigun XD

Offline T-Bone

  • Flagrunner
  • ****
  • Posts: 895
  • Harmonicas Suck
Re: Flamethrower issues
« Reply #11 on: July 11, 2006, 12:02:44 pm »
If the flamer was made a primary, it cold get beefed up a little, and have a reload put on it. Mr.Domino was saying this would add diversity, and its not like the flamer is an outlandish weapon, They were used in combat. I dont know if it owuld be minigun god lol, maybe something different. But i vote Flamer for Primary!
Your acting like your having a duel and your opponent gets a pistol and you get a spork.
Isn't that pretty much what it is? I dunno wtf a spork is, I suppose it's way weaker than the pistol since you compared that to this.

Offline Twistkill

  • Inactive Staff
  • Flagrunner
  • *****
  • Posts: 975
  • The words of your tongue blister like fire
Re: Flamethrower issues
« Reply #12 on: July 11, 2006, 01:29:43 pm »
I say yes, becasue the flamer as a bonus is only worth it for the 10 second invincibility. Other than that, it's not good as an actual weapon, so it should be made a primary and boosted a little.

On a less serious note, the invinicibilty can be funny. Go into the enemy base, get their flag, and walk out calmly while everyone is shooting at you. XD

"A fool shows his annoyance at once, but a prudent man overlooks an insult." -Proverbs 12:16

Add me on PSN: Newfrag. Just make sure to tell me you're from SF. :P

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #13 on: July 11, 2006, 03:28:44 pm »
On a less serious note, the invinicibilty can be funny. Go into the enemy base, get their flag, and walk out calmly while everyone is shooting at you. XD

More to the point, watch all the sniper noobs hit you 3 times before casting a vote for hax.

Then, you cast a vote on them being so nooby and don't know a thing about flamer. then they get voted out.

Offline Valorman

  • Flagrunner
  • ****
  • Posts: 545
Re: Flamethrower issues
« Reply #14 on: July 11, 2006, 05:07:34 pm »
Its agreed. the flamer will be a primary!
.

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #15 on: July 11, 2006, 05:15:48 pm »
Its agreed. the flamer will be a primary!

yay!

then whats the bonus...?

Offline brother in arms

  • Major(1)
  • Posts: 14
Re: Flamethrower issues
« Reply #16 on: July 11, 2006, 06:25:45 pm »
I think that it should stay the same way since it is a weapon that you get from a "box" and it may be hard to get in the first place. (I think the flamer is rubbish)

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #17 on: July 11, 2006, 07:09:04 pm »
hey, a tazer could be the bonus! *zap* !

Offline Chunky

  • Major(1)
  • Posts: 16
Re: Flamethrower issues
« Reply #18 on: July 11, 2006, 09:31:33 pm »
yeh, but if were 2 hav a reload pause and if shood be made stronger!! Some times ya get them wid the flamer heeps but thay still dont die!
«ЄĦũňĶ¥»™

ingame: <Chunky>

Offline Cato269

  • Camper
  • ***
  • Posts: 364
Re: Flamethrower issues
« Reply #19 on: July 11, 2006, 11:17:15 pm »
yeh, but if were 2 hav a reload pause and if shood be made stronger!! Some times ya get them wid the flamer heeps but thay still dont die!

nah, maybe the reload part.

i find it VERY easy to kill with the flamer.