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Improvement for the fire grenades
http://www.runestorm.com/forums/viewtopic.php?f=63&t=4709
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Author:  Doc Shock [ Sun Jun 04, 2006 7:02 pm ]
Post subject:  Improvement for the fire grenades

While the fire grenades are nice for blocking passageways, they are quite weak compared to the other weapons while doing so. Maybe they could, instead of spitting out those small flames, spray the area around them with clouds of flammable liqid which gets ignited one or two seconds afterwards. When a player walks through the unignited fuel-clouds his view gets blurry and his movement is slowed down (breathing gasoline is not good for your health) and when he is still inside it when it ignites, well, anybody can imagine what happens... Woosh, player gets covered in flames that stick to him for a while, toasting him slowly.

Author:  ShadowBlade [ Mon Jun 05, 2006 3:14 am ]
Post subject:  Improvement for the fire grenades

u think they to weak? i think they r damaging enough.. do u use the timing mechanism? it really helps to have it always go off in their face!

Author:  Bjossi [ Mon Jun 05, 2006 4:23 am ]
Post subject:  Improvement for the fire grenades

Maybe it'd make them more deadly if the fires caused by them were massive in size.

Author:  Doc Shock [ Mon Jun 05, 2006 11:12 am ]
Post subject:  Improvement for the fire grenades

You were right ShadowBlade, I practiced a bit and with proper timing the grenades are as deadly as they should be. What I don't like is that they are not that good to block passageways... When a player touches the flames on the ground, they only take minor damage, because the flames only stick to them upon explosion.
At the moment, the only weapon that can prevent a person from using a certain passage is the mine, but it will only stop one person, and this person will not see it before it's too late, at least in most cases. So, what's missing is a weapon that forces a group of attackers to look for a different route. That allows for some cool strategies in CTF. One person blocks route A, the rest of the team sets up an ambush at route B. The attackers have the choice: Ignore the danger zone up ahead and take the different route, with the risk of getting obliterated by the defenders, or take the hazardous way, suffering severe damage by doing so, and then take out the only defender on that route?
I hope the poison grenades you are working on will fill that gap, but I'd really like to see the previously mentioned feature anyway. Maybe, when pressing the special function key, the ignition device on the grenades could be disabled. When they go off, they cover the area in fuel clouds which can get ignited by normal weapon muzzle flashes, forcing everyone passing through to cease fire or they will be covered in flames. The sparks of bullet impacts could light it up as well...

Author:  Mr.UglyPants [ Mon Jun 05, 2006 3:06 pm ]
Post subject:  Improvement for the fire grenades

the toxic grenade is going to be great for CTF and TDM games, it better not affect you or your teammates!

Author:  ShadowBlade [ Wed Jun 07, 2006 3:49 am ]
Post subject:  Improvement for the fire grenades

it may hurt the user and enemies.. not teammates.. maybe we can tweak fires on the ground.. more testing..

Author:  Bjossi [ Wed Jun 07, 2006 5:53 am ]
Post subject:  Improvement for the fire grenades

@UglyPants: I bet it will be the same as for normal guns, team mates only take damage from your weapons if friendly fire is enabled. ;)

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