FOnline: Reloaded
Development => Suggestions => Closed suggestions => Topic started by: antalope on January 06, 2017, 10:12:44 pm
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make flamer walk only weapon like m60 used to be but you may add a dmg buff to balance it out
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Flamer is already strong as is, it won't need another buff. IMO all that's really needed is an armor with high fire protection.
As for making it walk only, it's already at a disadvantage since it can't attack from range. It's really only viable in Reno or glow, in TC they're usually focused hard or not taken at all.
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yes it's balanced as it is but the suggestion aims to make the weapon more interesting. m60 was more interesting when it was walk only as well
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yes it's balanced as it is but the suggestion aims to make the weapon more interesting. m60 was more interesting when it was walk only as well
Limiting your mobility is interesting? (https://my.mixtape.moe/rxbvlb.png)
M60 was just a pain in the ass to walk around with, except in Turnbased while farming cause you're always walking in TB :D
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thats your opinion! mine is that its absolutely interesting
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Give the flamer Fire Gecko flame animation/range?
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flamer need +20 dmg buff, and weapon perk wich gives +10 crit chance imo, and need make u run 10% faster so u can catch enemies
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Stalker, brotherhood armor is already good vs flamer. Combat jacket or leather armor with fire dr is just as good too
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Flamer was a bit weak in the first session but now it's fine. It can 2 shot any 1 lifegiver build and 3 shot most non tank builds, it shouldn't be stronger. Also making it walking only would be such a huge nerf that even with crazy damage it would be useless.
yes it's balanced as it is but the suggestion aims to make the weapon more interesting. m60 was more interesting when it was walk only as well
M60 was crap when walking only, because it has average range and no armor penetration. If you were doing some pvp you would know mobility is a key aspect of combat. If you can't move you die. Thats why no one is playing muties in TC in FOnline 2 and miniguns weren't used much in AOP. A flamer that would be unable to run wouldn't be effective because he would get ranged and always too far away to attack. Even if flamer hit no crit no perks for 200, it would be crap in any other situation than a door camping. But if you consider limiting combat options for a weapon interesting, well...
thats your opinion! mine is that its absolutely interesting
:facepalm
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There is no reason to do that (and I didn't find any reason in first post either).