Which is one of the other reasons I hate MD. I'm of the opinion if you must have MD in either game the damn mine should explode on contact with the ground if dropped from a certain height or thrown with full force. Would still make deploying them useful but would eliminate strays. Like what the have in LakRabbit I think.vawlk said:Which is why I hated MD and stopped playing T1. The random mine deaths from failed MD's sucked my ass.
well, we don't have any details on it.. but i would assume a hof would be more effective in that he stops, or at least screwes up, the capper's route. I doubt they'd make it that powerful, unless you get a direct hit on a person, or something like that.RegisteredFruit said:The burninator really worries me. From everything said about it so far, it sounds like a no-skill spam weapon. I can picture LDs spraying the flag area with napalm when someone goes for a grab. Also, catching on fire is extremely annoying in every game I've tried with it.
I don't see how they can alter a flame-thrower like weapons so it actually takes skill. Couple low skill with Damage Over Time, and you have an extremely annoying weapon.pyrot3chnic said:well, we don't have any details on it.. but i would assume a hof would be more effective in that he stops, or at least screwes up, the capper's route. I doubt they'd make it that powerful, unless you get a direct hit on a person, or something like that.
We'll see. There are a couple of ways we can tune the burner, and some interesting ways we can give other players the ability to mitigate it's DOT effect if it becomes obvious that it's needed in beta. I'm not too worried about any weapon being too powerful. There are too many ways to limit all of them if required.Fraggy Poo said:And the burninator sounds like a good idea, but all you would see is defenders spraying the flagstand so any capper would instantly become burninated.... is this something you want?
Thrax Panda said:We'll see. There are a couple of ways we can tune the burner, and some interesting ways we can give other players the ability to mitigate it's DOT effect if it becomes obvious that it's needed in beta. I'm not too worried about any weapon being too powerful. There are too many ways to limit all of them if required.
It's not a flame thrower. It's more like a sticky plasma gun. It fires a "round", not a stream of flame.RegisteredFruit said:I don't see how they can alter a flame-thrower like weapons so it actually takes skill. Couple low skill with Damage Over Time, and you have an extremely annoying weapon.
Because it's not fun, and it's fundamentally anti-tribes. In a game about movement, a tool to frustrate other people's movement is less than optimal.bobotheclown said:Then why not implement an ELF type weapon and balance it properly?
Thrax Panda said:It's not a flame thrower. It's more like a sticky plasma gun. It fires a "round", not a stream of flame.
Thrax Panda said:Because it's not fun, and it's fundamentally anti-tribes. In a game about movement, a tool to frustrate other people's movement is less than optimal.
You sound like a happy person.bobotheclown said:It is fun. I laugh when using it on someone, even when someone's using it on me I still laugh.
Thrax Panda said:Because it's not fun, and it's fundamentally anti-tribes. In a game about movement, a tool to frustrate other people's movement is less than optimal.