Burning/Fire Mechanic


(nephandys) #1

How do you all think this mechanic is going to play out? If napalm nade/pyro mine sets you on fire - duration? Is the fire spreadable to your teammates/enemies? Any other thoughts you might have on the mechanic itself?

Of course, people at SD feel free to step in and provide specifics if possible.


(BiigDaddyDellta) #2

I would agree napalm would be sticky and it should track to other mates and maybe need to be “put out”? but I have a feeling it’s going to be the caltrop mechanic, covering an area with small damage that adds up over a short period of time. except obviously going slower won’t help you like it would with caltrops. BUT on the other hand getting around the firey areas is a good excuse to use SMART more efficiently.

I’m pretty sure since the empty squares in the abilities have been there since release these new skills are ones they saved for a (hopeful) DLC release and the mechanics could possibly be different than expected.


(Jimmy James) #3

Yeah, my guess was that it will be a caltrop type effect. Though it would be cool if players caught fire and continued to burn after leaving the area of effect. Maybe give medics the option of extinguishing teammates?

Beavis voice FIRE! FIRE! FIRE!

-JJ


(wolfnemesis75) #4

Area of denial a bit more powerful than caltrops is my guess.


(BiigDaddyDellta) #5

That would be cool, die before you can break through the fire wall?


(wolfnemesis75) #6

Could make spotting mines more necessary and increase the value of a good OP possibly. especially if the pyro mines block an area. it is a rank 5 ability.


(BiigDaddyDellta) #7

I wish spotting mines didn’t take so damn long though, but yes it could make it more important. What’s your position on more supplies nems? To me op and med have a ton and soildier and engi have too little.


(BiigDaddyDellta) #8

Do you think we’re upgrading to rank 6?


(wolfnemesis75) #9

I do play engi mostly and feel like its a very strong class and can contribute to the strength of a team even outside the choke points and carnage. seems very versatile overall class to me. pyro mines may make a strong class even stronger. :slight_smile:


(wolfnemesis75) #10

not with Agents of Change. The cap is 24. Lvl 25 would mean rank 6 since every 5 lvls is a new rank. the exp to go from 20-24 may be as much as it took to go originally from 1-20. depending on the math. but rank 6 is not out of the realm of possibility. I’d think rank 6 would start to add specialization upgrades perhaps? not sure how it’d be done, honestly. :slight_smile:


(raztaz) #11

[QUOTE=BiigDaddyDellta;360042]I would agree napalm would be sticky and it should track to other mates and maybe need to be “put out”? but I have a feeling it’s going to be the caltrop mechanic, covering an area with small damage that adds up over a short period of time. except obviously going slower won’t help you like it would with caltrops. BUT on the other hand getting around the firey areas is a good excuse to use SMART more efficiently.

I’m pretty sure since the empty squares in the abilities have been there since release these new skills are ones they saved for a (hopeful) DLC release and the mechanics could possibly be different than expected.[/QUOTE]

yup pretty much my guess also. or maybe thats why buggs keep turning up in the cert process . maybe the fire mechanic is glitchy and they decided to use the area caltrops method u explained.