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File: 1599f46423e1643⋯.jpg (1.94 MB, 3685x2573, 3685:2573, Elemental Garden Hoses.jpg)

cc2216 No.14549570

So, this is the awesome power of the flamethrower IRL.

In video games, however, flamethrowers have pitifully short ranges, need to douse somebody in fire for several seconds before they start breaking out in a sweat, have trouble getting into windows, don't hurt anybody unless they're directly touching the flame, are more troublesome to aim than your own penis and their projectiles have a lower velocity than your own piss (exactly like the one in Team Fortress 1).

I suppose developers prefer to keep their flamethrowers nerfed, not only for the sake of balance, but because it sounds like a nightmare to program a flamethrower to suffocate enemies in an enclosed room. How would you do that? Maybe you could simulate it by making it do splash damage through convection?

fc03eb No.14549594

Flamethrowers in real life are massively overhyped. They're less for attacking single targets and more for drawing people out of buildings, blocking enemy paths, or clearing obstacles. you can't "aim" with them so much as you just point them in a very general direction and just spew fire at it hoping something happens.


cc2216 No.14549623

>>14549594

How much of a factor would the shape of the "nozzle" be in "aiming"? I imagine, if you were to shoulder a ROKS-3's like a rifle and, yet, not take into account which direction the wind is blowing: you'd get a face full of flaming fuel.


a7869f No.14549681

>>14549623

Your only real options are “circle” and “flattened rectangle.” It would be between “hit a point at maximum distance and pressure” and “slightly broader–and more dangerous to you–close range band”, but you wouldn’t want a close range band because you don’t want to be near fire or enemy combatants when you’re carrying fuel on your back, and you can get a band simply by moving your sprayer back and forth with a circle exit. And besides, a wider aperture doesn’t mean a (significantly) wider AoE, due to the fire destructively interfering with itself once out of the nozzle.


e4bc78 No.14549691

>>14549594

> spew fire

But that's not how they work, they act like a hose but with flammable liquid.


18bcd0 No.14549698

>>14549691

Depends if it's liquid or gas fuel.


fc03eb No.14549699

>>14549691

Are you implying hoses don't "spew" water? And besides, fire itself isn't as predictable as a stream of water, it wants to rise and spread


18bcd0 No.14549700

>>14549699

You can aim a hose pretty well man, and oil behaves exactly like water even on fire.


27c053 No.14549707

SS13 has oxygen systems and air temperature, so using fire-based weaponry, including flamethrowers, does eat up oxygen and can heat up the air to dangerous temperatures.


e4bc78 No.14549708

>>14549699

>fire itself isn't as predictable as a stream of water, it wants to rise and spread

True, but that's irrelevant because flamethrowers don't throw fire, they throw liquid that's on fire.


510e22 No.14549720

>>14549570

Rising Storm 'Nam has some pretty good flamethrowers. Answers pretty much all of your complaints, especially reaching through/around windows.


8df4de No.14549739

Best one I can think of off the top of my head was probably Killing Floor. Shot an actual stream of adhesive liquid rather than a cone of burning gas.


cc2216 No.14549917

File: 6f3e9a33c44f67e⋯.jpg (84.22 KB, 1280x720, 16:9, Koko the Gorilla gears up ….jpg)

How about flamethrowers in non-FPS games? Firebats were pretty fun for fricasseeing zerg rushes and protoss shields weren't they?


603f44 No.14549943

>>14549570

What's the name of that book?


c281b6 No.14550005

Because they would actually have to balance it and that scares them shitless.

>Put it in the same category as LMGs and the like.

>Make it a viable threat to everyone including the user and his team (Enemy pops the fuel tank and he's close to others on his team, they risk catching fire.

>Shit like flame retardant garments reducing risk but not eliminate it.

>Make it heavy enough to burden the user in certain ways like a fuck huge and heavy metal tank on your back would. Banging on doorways or being slower standing up from prone as examples.

>RISK OF SUFFOCATION WHEN USED INDOORS! I can't stress this enough. Not that hard to do, map out the insides as a trigger and add a blurring effect to the player's screen.

>Fire needs to spread when appropriate. IE, learn fire behavior.

>I would also appreciate characters stop, dropping, and rolling to put the fire out.


cc2216 No.14550018

File: aa03876bb69bff0⋯.jpg (44.11 KB, 395x500, 79:100, Small Arms.jpg)

>>14549943

Small Arms Visual Encyclopedia by Martin J. Dougherty.


603f44 No.14550023


56685f No.14550184

i am the only one that thinks that both rising strom1 and 2 makes japs and gooks too flamable? since the stream of ignited fuel just explodes in the game you just need to touch a weak flame to be covered in fire


8970ec No.14550208

>>14550018

based source poster


aba7a3 No.14550385

File: d99ed8a7aa0db8f⋯.jpg (1.15 MB, 2250x1431, 250:159, Tactical_exercises_of_Radi….jpg)

Modern technology made flamethrowers irrelevant, since the vogue these days is to go from the super-soaker jellied gasoline model to thermobaric rockets, which do the job just as well except for an extra kilometer of range, not needing a bulky tank, being less overt, and also having the ability to kill through overpressure and damage buildings. Or if you really don't like a few city blocks, you can use heavy flamethrowers, like the TOS-1 "Pinocchio."

>>14550005

Shooting the tank will generally do almost nothing except throwing the operator on the ground because you ruptured the pressure vessel. You're not going to ignite the fuel with ordinary bullets, no matter how much it sparks off the tank.


37207b No.14550396

File: 53cc7aee33263a6⋯.jpg (172.06 KB, 964x1195, 964:1195, 1397063097101.jpg)

Project Brutality's flamethrower is the most satisfying flamethrower I've ever used. Open a door, napalm whatever's standing on the other side, close the door, and wait until the screaming stops.


c4f591 No.14550423

>>14549594

TRENCHES


06c171 No.14550430

>>14550005

Literally all they would have to do to balance it is limit it to 1 second bursts and only give to 6 chances to do 1 second bursts or one chance to do a 6 second burst. Ya know, like real flamethrowers

>stop drop and roll

You do know flamethrowers are almost never not filled with napalm right?


fe97aa No.14550473

>>14550423

not relevant since Korea




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