About Stoker's Fire


(Sprix) #1

After they re-introduced Phoenix with a brand new awesome-looking animation for his pulse I had really high hopes for Stoker’s ability and honestly I was very disappointed at the flame effects showed on stream, I know it’s a work-in-progress but given how it was showcased on stream I doubt it’s a placeholder. I’m specially concerned about the “friendly fire” one that is completely yellow (c’mon guys really?) the “enemy fire” with the crimson-red effect looks nice and vibrant but the default one is just…unfitting to say the least, heck even a light/soft orange would be better.

I asked Shoe about this during the broadcast and he did mention that the animation is still being looked at and performance was a big factor in the process.

While I do appreciate the effort for making the friendly and enemy fire different. I believe the aesthetic sacrifice is far to big.

If you agree please leave a comment and hopefully this will find it’s way to the devs.

Cheers,

  • Sprix

(Grave_Knight) #2

They should make ally fire blue, like methanol fire.


(Maggot) #3

As I recall, someone suggested that on the stream as well. They said they tried blue, but it impacted performance too much. :confused:


(Grave_Knight) #4

As I recall, someone suggested that on the stream as well. They said they tried blue, but it impacted performance too much. :confused: [/quote]

Huh. I wonder why that is.


(Vaasref) #5

Maybe they tried changing the color of the regular flame to blue without creating two distinc fire animations.


(Maggot) #6

As I recall, someone suggested that on the stream as well. They said they tried blue, but it impacted performance too much. :confused: [/quote]

Huh. I wonder why that is.[/quote]

Something about using a different method to make the blue flames. Apparently blue flames look really bad when rendered the same way as red/yellow?


(gg2ez) #7

There’s an easier solution to identifying team fire and it’s a simple as placing the marker that Bushwhacker has over his turret, over the fire.


(platinumOverride) #8

Actually i dont like the idea at all to have a difference between the fire. Remember the duration of 40 seconds ! U can flame a entire spot and shot on it without damage. That blocks the sight aswell (team crouchin in fire) as a tremendous advantage ( for example drug sampels on bridge if u light up the entire place for 40 seconds, again and again.).

I think that guy just causes balancing trouble.


(bontsa) #9

I want ally fire to be blazing green so I can roar in voice-chat every single time I prime and take aim with my Pandora’s bottle of death and destruction: GAZE THY EYES UPON THE INFERNO OF THE NORTHERN SKIES!


(Grave_Knight) #10

As I recall, someone suggested that on the stream as well. They said they tried blue, but it impacted performance too much. :confused: [/quote]

Huh. I wonder why that is.[/quote]

Something about using a different method to make the blue flames. Apparently blue flames look really bad when rendered the same way as red/yellow?[/quote]

Oh. I could believe it. They are completely different colors… Maybe their long term plan is to put in blue flames but till they can create a version that doesn’t impact performance they’re using the darker flames as a place holder.


(Haki) #11

Did anyone ever mentioned what happens when two Stokers of opposing teams throw a Molotov at the same spot?


(Grave_Knight) #12

Their powers combine to form Captain Planet(?).


(Mr-Penguin) #13

[quote=“platinumOverride;96989”]Actually i dont like the idea at all to have a difference between the fire. Remember the duration of 40 seconds ! U can flame a entire spot and shot on it without damage. That blocks the sight aswell (team crouchin in fire) as a tremendous advantage ( for example drug sampels on bridge if u light up the entire place for 40 seconds, again and again.).

I think that guy just causes balancing trouble.[/quote]

The flames last 12 seconds now.


(CCP115) #14

[quote=“derpypenguinz19;97212”][quote=“platinumOverride;96989”]Actually i dont like the idea at all to have a difference between the fire. Remember the duration of 40 seconds ! U can flame a entire spot and shot on it without damage. That blocks the sight aswell (team crouchin in fire) as a tremendous advantage ( for example drug sampels on bridge if u light up the entire place for 40 seconds, again and again.).

I think that guy just causes balancing trouble.[/quote]

The flames last 12 seconds now.[/quote]

Yea, I’m pretty sure that the cooldown was 40 seconds.

C4 takes 45 seconds to detonate though, so let’s do some math…

Time to detonate: 45 seconds
Stoker instantly throws molotov, blocks for 12 seconds.

Time to detonate: 33 seconds
Molotov wears off, defenders can now defuse.

Time to detonate: 5 seconds
Cooldown of Stoker’s molotov is off, can now be thrown again.

Time to detonate: 0 seconds
Molotov is still burning.

This gives the defenders a total of 28 seconds to defuse the C4, assuming noone tanks the flame damage or extinguishes it.

You can completely block out the defusal with 3 Stokers. Let’s hope there is some sort of anti flame mechanic in place to stop spam.


(bontsa) #15

[quote=“CCP115;97254”]
You can completely block out the defusal with 3 Stokers. Let’s hope there is some sort of anti flame mechanic in place to stop spam.[/quote]

Smoke’n’explosives seem both to be able to clear the fire.


(SereneFlight) #16

One Nader or Fletcher laughs at three Stokers.


(gg2ez) #17

It’s pretty hard to laugh when you’re on fire.


(ostmustis) #18

FF on and dont stand in fire


(RyePanda) #19

[quote=“CCP115;97254”][quote=“derpypenguinz19;97212”][quote=“platinumOverride;96989”]Actually i dont like the idea at all to have a difference between the fire. Remember the duration of 40 seconds ! U can flame a entire spot and shot on it without damage. That blocks the sight aswell (team crouchin in fire) as a tremendous advantage ( for example drug sampels on bridge if u light up the entire place for 40 seconds, again and again.).

I think that guy just causes balancing trouble.[/quote]

The flames last 12 seconds now.[/quote]

Yea, I’m pretty sure that the cooldown was 40 seconds.

C4 takes 45 seconds to detonate though, so let’s do some math…

Time to detonate: 45 seconds
Stoker instantly throws molotov, blocks for 12 seconds.

Time to detonate: 33 seconds
Molotov wears off, defenders can now defuse.

Time to detonate: 5 seconds
Cooldown of Stoker’s molotov is off, can now be thrown again.

Time to detonate: 0 seconds
Molotov is still burning.

This gives the defenders a total of 28 seconds to defuse the C4, assuming noone tanks the flame damage or extinguishes it.

You can completely block out the defusal with 3 Stokers. Let’s hope there is some sort of anti flame mechanic in place to stop spam.[/quote]

I thought C4 took 50 seconds to explode.


(Grave_Knight) #20

It’s pretty hard to laugh when you’re on fire. [/quote]

Not really. Not when the fire has been blown away. ¬_¬