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#1
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*Note: Title change to reflect a more general focus on how to fix firebug in general, not just weapon ideas.
I can only speak for myself on this matter, but I hate how many threads there are based purely on a single idea for the firebug. The reason for this thread is to make it easier for someone trying to come up with an idea, but doesn't want to risk posting an idea that has already been presented and shot down. The reason this thread is focused on the firebug is because, and I'm sure we can unanimously agree on this, firebug needs love the most. All the following threads are contained within the Ideas & Suggestions board, and this is to remain. This thread is for discussion on IDEAS and SUGGESTIONS on how to FIX the firebug. This thread is not for you to complain about why you don't play firebug or how much it sucks in your eyes. Now, on with the content: THE SUGGESTIONS: {NOTE: The following quotes may have been shortened for ease of read. NO CRITICAL INFO WAS LEFT OUT. Also, NOTHING WAS EDITED. The following quotes are directly from the first post of each thread, even atrocious spelling has been left in check) Weapons Idea : New weapon for Firebug http://forums.tripwireinteractive.co...ad.php?t=38266 Quote:
Possible way to fix firebug? http://forums.tripwireinteractive.co...ad.php?t=38295 Quote:
http://forums.tripwireinteractive.co...ad.php?t=37616 Quote:
http://forums.tripwireinteractive.co...ad.php?t=38140 Quote:
http://forums.tripwireinteractive.co...ad.php?t=37996 Quote:
http://forums.tripwireinteractive.co...ad.php?t=38141 Quote:
http://forums.tripwireinteractive.co...ad.php?t=38125 Quote:
http://forums.tripwireinteractive.co...ad.php?t=37878 Quote:
ORIGINAL IDEAS CONTAINED IN THIS THREAD: (I will make an effort to keep this updated as/if this thread progresses) Kerosene: This would be a support item for the firebug. The firebug would use this on an ally berserker (or any other nub using a melee weapon) to temporarily set the weapon on fire. Duration would be dependent on firebug level. The flaming weapon would do less damage (it is cauterizing the wound ya know :P) but it would add a dot, plus it would illuminate dark areas. Why? It doesn't really sound like it would make firebug anymore powerful... BUT, this would help make the firebug more of a team player, this would help make berserkers fun again (the idea of a flaming katana tickles me in ways you can't imagine) and it would also help make dark areas playable. Gas Can: There is a video below with this weapon from a different game. The concept is that you pour the gas around and then get to light it on fire. Would be nice for setting traps. Fin. LAST UPDATED: Nov. 12, 2009. Last edited by Emceegyver; 11-12-2009 at 03:58 PM. |
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#2
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As much as double posting sucks, I wanted to keep the original post unbiased on the concepts and relatively clutter free. Now for my comments on the suggestions:
The Horizine XCW-13 Bile Blaster - While I do like that this maintains the "tier" theme, I don't feel it is different enough. Sounds like it would be a reskinned flamethrower with slightly different stats. I am aware there are weapons in game that are just reskins with new stats, but just because there is, doesn't mean there should be. 1 ammo tank - I like this idea as it seems more realistic, but on the other hand it takes away one of the main bonuses in the perk: reload speed. Add knockback to account for this... I don't know about that. It just seems... off. (posters justification: "If you insist that a streaming jet of burning napalm would not push something back, try standing in front of a firehose on full blast." my rebuttle: Have you tried holding a firehose on full blast? Exactly. Plus, there's a snowman's chance in hell that you would have a flamethrow with that kind of pressure.) grenades that cause sustained fire - a grenade that creates a fire that stays there.... um... you mean a molotov? M202A1 "FLASH" portable rocket launcher - I have nothing to say about this other than I approve. Sounds like a useful version of the LAW. Flare Gun - This is my favourite idea. It seems so blatantly obvious too, it just... fits. Plus, as a bonus the flares would remain, and could be used to light up dark areas, further improving the playability of dark areas. "Alien" style plasma thrower - The husk part I am indifferent to, but the gas portion I don't understand. That appears to me to be useless... unless this was made the tier 2 and the flamethrower was bumped to tier 3. I don't currently have time to comment on the rest, as I have to go. I will update later with comments on those. |
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#3
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Today while playing the firebug i felt like Postal 2 there was a weapon known as the gas can
check the vid below:YouTube - Postal 2 Weapons: Gas Can There is a napalm launcher too: YouTube - Postal 2 Weapons: Napalm Launcher I think the gas can would be one of the most advantages of the firebug and the napalm launcher could have a blastwave so it knocksback the enemies Edit: I dont know why the videos are shown 2 times... ah nvm
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Last edited by LIck; 11-07-2009 at 09:06 PM. |
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#4
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Bravo, we've needed this thread for a long time.
EDIT: just adding to this post some. My views on a few Firebug suggestions and what I think will happen/should be done. It's all taken from an online chat, so bear with me on the grammar and such. Quote:
Last edited by CupofMud; 11-07-2009 at 09:57 PM. |
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#5
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Before I get into the ideas, I think one thing must be squared away. Is this a team game, or a game where every perk should be able to solo? That's bound to have a HUGE impact on the way things should go, especially for the Firebug. If its a team game, then we need to decide where the Firebug fits into the team dynamic. If its a solo option, then we need to figure out how to get the Firebug there.
Another option is that every perk should be able to either clear trash, or tackle the big boys, depending on gear loadout. If that's the case, we need to approach this from a standpoint of how to do one, or other, without doing both. This is a big design point which needs to be addressed. Either all perks are like Sharpshooters/Support Specialists, or they get nerfed and have to play with the rest of us. While an improvement to the flamethrower itself is certainly called for (my first thought would be to make it lighter, its current drawbacks out of perk more than warrant it), I'd warn against pushing for it to be the one and only weapon for the Firebug perk. From what I've always looked at and seen of the Firebug, it appears that it should have efficiency and reduced line of sight blockage when put against the Demolitions perk, which should be all about brute force and, as a side effect, line of sight obstruction. We should really then be focusing on how we can make the Firebug more efficient and less likely to obsecure targets, rather than how to make them more like the Demo Perk. I mean, if all else fails, they can basically become the fiery Demo, but I don't think we should push for that immediately. Also, another thing to think about is that most perks, while following a tier theme, do so with at least two weapons, if not more. Seeing as how the flamethrower is so heavy, it means you're looking at a weapon which is either three or four blocks of weight, or coming up with multiple weapons including one which puts another out of the picture in late game. On the bloat weapon, I don't really see how this plays into the Firebug perk in concept. It really doesn't fit. Functionally, it's a suped up flamethrower with less line of sight obstruction. Not sure that's the way to go. I mean, how many Berserkers would be happy if the weapon which put the Fire Axe and Chainsaw to pasture had been a boomerang/bowie knife. On the backpack tank suggestion, I realize there's something (other than my initial thoughts posted in the original thread) which I hadn't considered. Look at the way characters currently handle weapons. Now, its kind of ridiculous that you've got guns which magically appear and disappear, but you can almost forgive it and suspend your disbelief. With this, however, you wouldn't just be making a flamethrower appear and disappear, you'd be making a flamethrower, a connection hose, and a backpack tank appear and disappear magically. I'll admit, its not an especially strong argument, but something to think about from a design standpoint. Other than that, I just have what I said in that particular thread. On the grenades/molotovs, my opinion hasn't changed greatly on the matter, you can read it in the thread. On the "Flash" Launcher, it would be very, very heavy, and would essentially force you to not use the Flamethrower, and be limited to the eight shots provided (4 in the clip, plus a reload). For a long, hard (giggity) wave, that would be woefully inadequite. On the move, you wouldn't be able to use this weapon. Sure, you could, in a fix position, buy a flamethrower, drop it, then buy a launcher, but I think one thing which should be addressed is how most Perks don't have to do this sort of dance, why should the Firebug be forced to? On the flare gun, well, its my idea. On the M240 Flamethrower (the one from Aliens), if you read the USCM tech manual (Yes, I have. Yes, I am a dirty, dirty geek), its basically the flamethrower in the game. The one you see in the movie is a standard Hollywood, gas operated, 'showy' flamethrower. The reality of using a Hollywood flamethrower in combat is that you'd basically have to be hugging them, and you'd burn yourself as badly when the fire blasts back into your face when it hits a large surface (like a Bloat, Fleshpound, or Scrake). Even with all that, you probably wouldn't do that much damage by comparison to napalm dousing them. There's a reason why gas operated ones are used in movies, safety of the actor. On the gas can, its simple and lightweight, could see it being used to create traps, though not terribly sure they'd be more effective than a burst from the flamethrower. Or, you could throw it out and ignite it like a fiery pipebomb. But then, why don't we just make the pipebombs burn continuously for the Firebugs? On the Napalm Launcher, see "Flash" Launcher. |
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#6
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Quote:
Firebug and Berzerker are arguably the two classes left behind in the update. Firebug used to be a great sweeper compared to other perks and relied on teamwork to take down the tougher specimens. Now, while we still require teamwork to take down scrakes and fleshpounds, we are not great at sweeping when compared to the other perks (that doesn't mean we don't have our moments, but still). So as you've stated, we have to examine how we want to buff Firebug. We could make the perk more teamwork orientated, or we could bring it in line with the other perks and give it some method of dealing massive amounts of damage. Teamwork.
Last edited by CupofMud; 11-08-2009 at 01:56 PM. Reason: Added stuff. |
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#7
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Check out Braindead's vehicles mod (not yet released), he's made a petrol tank that works just like the postal 2 one, minus the Zippo.
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#8
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the first 2 quotes on the OP's thread are very good.
and the video of the postal gas can is a good idea also put those in
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#9
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Would you mind putting the quotes under each thread link? Makes it easier to read. xD
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#10
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I hope this has not been previously mentioned, but anyways, I think the firebug should have a bow that shoots arrows with explosive (incendiary) tipped ends. If you remember the scene from the Rambo movies with Sylvester Stallone where he attaches explosive tips to arrows, you will get an idea of what I'm talking about. Use the video below, which is from one of the first Rambo movies, to get an idea of what it would look like.
The Five Greatest Movie Scenes Since 1950 |
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#11
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I support a Remote Detonation Fire-Mine for the firebug. Drop it, hit the button to make it boom. (Haven't played much firebug so maybe it's already got one, but maybe the flamethrower's alt-fire could detonate?)
Just a big boom that sets a buncha stuff on fire, but no "explosion" damage. |
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#12
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Quote:
Also, in regards to whether this should be team-based vs. solo friendly, I personally think it should be more team-based. I mean, look at the medic perk, you can not possibly level it playing solo. As far as new ideas go, the gas can would be nice for setting traps, but I think its too similar to the flamethrower. Considering it's a liquid based flamethrower, isn't it doing essentially the same thing as the gas can? I think a gas can weapon would work better as a single object that when used is placed on the ground, and when shot explodes. Still pretty useless if there's a demo around, but it would be a nice "remote detonation" kind of weapon, even if that detonation requires a bullet. Last edited by Emceegyver; 11-09-2009 at 08:38 AM. |
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#13
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Quote:
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#15
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What I heard that I like is a incendiary rocket. Pretty much you use what the Husk uses. The flamethrower has limited range, and you have to move the flame from enemy to enemy. The fire rocket like the Husk's would keep on going for any distance, and explode on contact lighting a big crowd of enemies on fire. Would have a few shots, semi-long reloads, but would not be a huge and heavy weapon like the unused L.A.W.
Otherwise I hear ideas like another stronger flamethrower. It could have a different design and maybe blue fire. It would be stronger, but otherwise the same as the old. So it's just an damage upgrade from the old one, and would cost more. Also smaller stuff like incendiary ammo for Hand Cannons, and Molotov's that keep an area of ground on fire for short time. |
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#16
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I'd like to suggest a flare gun; but not a boring one, rather one with several flares glued/welded together akin to a pepperbox. This would make it one use only though so the number of guns allowed for the firebug could scale with the level of the firebox, i.e. n - 1, n beeing the level of the perk.
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#17
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Why not just give Firebugs incendiary ammo for an increasing number of guns based on perk level but not give them better handling/ammo capacity for them? At the very least that would make falling back to your sidearm less painful as well as opening up new loadouts to play with besides flamethrower + slightly upgraded fallback weapon.
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#18
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maybe some sort of incenary 12 gauge "slug" for the shotgun!
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#19
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Quote:
I think the Handcannon should be equipped with incendiary ammo for the FB (at a premium). The FB could dual wield handcannons, thereby providing a fairly high rate of fire and considerable fire coverage, more than I'd like to see at unlimited range. However, the handcannons have considerable recoil for a non-sharpshooter so their ranged effectiveness would be limited to aimed single shots, as it should be. This would allow the FB to ignite high value targets from long range, softening them up even if he's out of flamethrower fuel. Incendiary handcannon ammo would give the FB a fun alternative for igniting specimens, as well as conserving flamethrower ammo when there aren't any big groups around. The initial damage of the Handcannon would also make this option more effective against single targets. A gorefast could be killed in one shot with the flames finishing him off (for high lvl FB), which cannot be said about a single flamethrower puff. Perhaps the incendiary handcannon round should do a bit less damage up front than the normal handcannon ammo, but the flame damage would do much more if the specimen is down range. Last edited by robdude19; 11-11-2009 at 09:16 PM. |
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#20
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I don't see how, as long as the handling and price was the same and maybe if the initial damage was lowered (a reasonable compensation) it would just give Firebugs more options than *buy flamethrower, toss a couple bucks into fuel every wave*. I suppose not all weapons should be thrown into the mix, but a well-rounded selection with appropriate perk level requirements sounds just fine. Besides, nobody is saying Medics shouldn't be able to wield crossbows because they can move faster than Sharpshooters and demonstrate comparable stopping power. A lot of the guns, particularly the new high-end ones, probably need to be rebalanced in some fashion anyway.
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