Flamers should be categorized under explosives

Post » Fri Jan 02, 2009 9:48 pm

:rofl: Never had Nunchaks, ( I did once chuck a nan however. )

Point and click, not much skill ( says the man whose living in a burnt out house, once made of straw. )

Idk, it just seems silly that no skill fits in game, but it could with reason and logic fit any ( though badly. )
Darn it we need more skills, then we can have more skill points too.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Fri Jan 02, 2009 9:49 pm

Not a bad idea.

Question (to all). Is a Molotov Cocktail an energy weapon? How about a sling with a gas soaked sponge set on fire?


Using my earlier argument, a molotov cocktail is an explosive weapon as it is operated just like a grenade.
The sling doesn't fit into any of the existing categories. It would have it's own together with bolas and such [edit] or perhaps be tossed into a broad 'Thrown' category along with all grenades and hurled missiles.
I can't recall seeing a sling in any Fallout game though, perhaps for a good reason :P
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Sat Jan 03, 2009 2:08 am

The gauss rifle is a magnetic accelerator that launches 2mm slugs (or flechettes rather, I guess) by using an energy source to do so.
There's no hammer that strikes a primer that ignites a powder charge to launch a bullet or pellets. That's why it's an energy weapon.

Exactly

Umm theirs a part in a gun called the hammer that makes the firing pin hit the bullet.

*sigh* He's saying a gauss rifle would have no hammer as it uses an electric magnet coil to accelerate the a chunk of metal to incredible speed.

Explosives skillsets are all about stopping your explosives from exploding at an inopportune time. Since an explosive expert is going to be trained to deal with volatile substances, they would be more apt at operating flamers than an energy weapons user, who needs to know a lot about electronics, wiring, and physics to operate his weaponry.

No the explosive skill is all about using grenades, mines and other bombs. Being easier to disarm those items is just a bonus.

In RL flamethrowers don't explode that easily. The fuel mixture is very difficult to ignite so it uses a magnesium. Unless your using an incendiary round shooting a flamethrower tank rarely resulted in an explosion despite what the movies say. Military grade Flamethrowers are in fact aren't as simple weapons as you think they are.

Also, the flamer is decidedly low tech compared to energy weapons, even the relatively complex incinerator weapons are not as complex as the average laser pistol.
Flamers really belong in explosives as a balance issue- especially considering that "Pyromaniac" still requires EXPLOSIVES SKILL.

I don't know the way the incinerator works sounds like it be rather complicated. A flamethrower also doesn't involve throwing grenades, arming mines or other wise shooting an exploding projectile. So how does it fit with explosives? If used properly a flame thrower doesn't blow up.

I'd make it require energy weapons or explosives and keep the flamer as an energy weapon.
In fact, many perks needs an 'or' modifier like that; piercing strike, slayer, unstoppable force, concentrated fire etc etc.

Won't happen, those differences were intentional so you'd have to make choices about how you spend your skill points. If you want the power having all the close combat perks would give you, it requires you invest in both melee in unarmed. It was an intentional design decision to make some perks harder to get then others.

Won't happen, those differences were intentional so you'd have to make choices about how you spend your skill points. If you want the power having all the close combat perks would give you, it requires you invest in both melee in unarmed. It was an intentional design decision to make some perks harder to get then others.

Personally I'd like to see a more realistic flamethrower one that shoots a jet of flame instead of a short range cone.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Sat Jan 03, 2009 3:55 am

I can't recall seeing a sling in any Fallout game though, perhaps for a good reason :P
Usually its the wizard's ranged backup weapon for when they can't cast a spell.

Odd that you'd not see it in a Post Apocalyptic setting, as its easier to make than a bow or spear (and ammo a plenty).

*But would using a burning knotted soaked rag as ammo make it an energy weapon (due to heat and splashing burning fuel onto the target)?
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Fri Jan 02, 2009 12:05 pm

@ Lord Vukodlak
The flamethrower fire is an explosion, read my posts.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Fri Jan 02, 2009 9:53 pm

Defintely should be Explosives! :flamethrower:
Or Big Guns! :flamethrower:

It is low tech - not one other energy weapon exists in real life.
No futuristic power source here. Just gold ole napalm. Guns all use gunpoweder. EW use Battery Power.
Every other energy weapon is a direct hit scan weapon
Almost every 'gun' type weapon in explosives lobs - like the incinerator
The Perk Pyromanic is in Explosives. Duh. But as it is there is only one thing in Explosives that benefits from it - Incendary Grenades.
Unless you take meldown only the explosives and Incinerator can damage the user of the gun

For balance reasons, there is a severe shortage of weapons in Explosives. Energy Weapons have tons.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sat Jan 03, 2009 1:31 am

For balance reasons, there is a severe shortage of weapons in Explosives. Energy Weapons have tons.
In this... I would prefer empowering explosive weapons to make the skill to useful to pass up, rather than shoehorning ill fit weapons into it for added value.

(but then I always wanted the Fatman to take you to an overland targeting map and let you pick a city to nuke.)
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Fri Jan 02, 2009 4:15 pm

In this... I would prefer empowering explosive weapons to make the skill to useful to pass up, rather than shoehorning ill fit weapons into it for added value.

(but then I always wanted the Fatman to take you to an overland targeting map and let you pick a city to nuke.)

And Flamers were not shoe horned into EW?

It may not be a perfect fit for either skill, but it makes more sense to be in Explosives. Plus you can not make them so powerful that you do not even need to put points into the skill to kill things. Like Guns - lol
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sat Jan 03, 2009 4:56 am

Military Flamethrowers are actually much more complex and technical weapons then you guys give them credit. Its not as simple as a huge bottle of hair spray and a lighter.

@ Lord Vukodlak
The flamethrower fire is an explosion, read my posts.

I did and I completely disagree with your foolish notion of defining an explosive, By your logic the 10mm pistol should be an explosive weapons. So I can't take your logic seriously. The way a flamethrow operates is worlds away from a grenade or a mine or a timebomb. A jet of flame is quite different then an explosion.


It may not be a perfect fit for either skill, but it makes more sense to be in Explosives. Plus you can not make them so powerful that you do not even need to put points into the skill to kill things. Like Guns - lol

Keep in mind they'll change pyromaniac to another skill as making them different was an intentional design decision. Or they'll nerf the perk down down to +20%
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Fri Jan 02, 2009 11:30 pm

Usually its the wizard's ranged backup weapon for when they can't cast a spell.

Odd that you'd not see it in a Post Apocalyptic setting, as its easier to make than a bow or spear (and ammo a plenty).


Ah, the lack of wizards is why there's no slings ;)

*But would using a burning knotted soaked rag as ammo make it an energy weapon (due to heat and splashing burning fuel onto the target)?


As I said earlier,
The weapon categories isn't sorted by how the "hurty bits" hurt, but by how the weapon is operated.


So the sling would still use the same skill to use it no matter what the ammo type is.
Using Mako's argument, a shotgun using http://en.wikipedia.org/wiki/Dragonbreath_round would suddenly turn into an energy (or as he says, explosives) weapon.
I disagree with that, and as far as I can see, the game designers do too.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri Jan 02, 2009 6:06 pm

Ironically [to D&D] a sling is actually an extremely difficult weapon to learn to use effectively,
From wiki
A sling has a small cradle or pouch in the middle of two lengths of cord. The sling stone is placed in the pouch. Both cords are held in the hand, then the sling is swung and with a flick of the wrist the pouch is pulled away at the precise moment. This frees the projectile to fly on a tangent to the circle made by the pouch's rotation. The sling derives its effectiveness by essentially extending the length of a human arm, thus allowing stones to be thrown several times farther than they could be by hand.

That sounds much more difficult then using a bow, so thats probably a big reason it doesn't exist i the wasteland as it be so hard to learn how to use. And of course when you run into a guy with a 10mm he empties the clip into you. I also don't imagine a sling doing well against armor designed to stop bullets. If the concussive force of a bullet doesn't transfer through the armor and cause some hurt a sling rock certainly won't.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri Jan 02, 2009 10:37 pm

And Flamers were not shoe horned into EW?
Yes... Of course it was.
It may not be a perfect fit for either skill, but it makes more sense to be in Explosives. Plus you can not make them so powerful that you do not even need to put points into the skill to kill things. Like Guns - lol
Well... you could make weapon jams set you on fire, and let skill make that not happen too often. :laugh:
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri Jan 02, 2009 10:09 pm

Ironically [to D&D] a sling is actually an extremely difficult weapon to learn to use effectively,
From wiki
A sling has a small cradle or pouch in the middle of two lengths of cord. The sling stone is placed in the pouch. Both cords are held in the hand, then the sling is swung and with a flick of the wrist the pouch is pulled away at the precise moment. This frees the projectile to fly on a tangent to the circle made by the pouch's rotation. The sling derives its effectiveness by essentially extending the length of a human arm, thus allowing stones to be thrown several times farther than they could be by hand.

That sounds much more difficult then using a bow, so thats probably a big reason it doesn't exist i the wasteland as it be so hard to learn how to use. And of course when you run into a guy with a 10mm he empties the clip into you. I also don't imagine a sling doing well against armor designed to stop bullets. If the concussive force of a bullet doesn't transfer through the armor and cause some hurt a sling rock certainly won't.


It took me an afternoon of my childhood to learn to hit a 1 by 1 meter target at about 10 meters distance with a sling. Then my parents found out what I was up to :/
Some other kids in my neighborhood became very good with their slings over a summer. They ended up shooting down chestnuts from the top of some very tall trees.
But yeah they'd be mostly useless in combat when you have guns available, as they were used to hunt birds and very small game. You'd have to hit the face or temples directly, or use a big sling with a long "spin-up" time.
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Jan 03, 2009 2:28 am

^^Lol, talk about David vs Golitah. Man spinning a sling around while the tropper winds up a minigun.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri Jan 02, 2009 8:28 pm

That sounds much more difficult then using a bow, so thats probably a big reason it doesn't exist i the wasteland as it be so hard to learn how to use.
I didn't say use, I said build. :P
Its just a rope, or strip of cloth, and a pouch. Fallout 2 started you in a near stone age tribe like the lost children in Mad Max. Your first weapon was a spear (a flint spear if you war luucky).
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri Jan 02, 2009 2:04 pm

*sigh*
This topic again.

I think it should be in Unarmed.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Sat Jan 03, 2009 1:27 am

I'm tired, so I won't really get into this... All fire is small explosions, its a type of explosion categorized as thermal, flame is air and fuel exploding, technically, the flamethrower is throwing a liquid explosive and ignites it, if incindiaries are contained in something like a lead pipe, it will explode, if in an open -something- it will burn, matchheads are a good example. The flamethrower is merely coating the target in a thermal explosion, simple as that.

No it's not. A flame is not the same as an explosion. Not all fires/flames are explosions and not all explosions contain flames.
An explosion is the ignition of either a finely distributed fuel and oxidizing agent so that the resulting oxidation is fast or the the moment a pressurized vessel's pressure is so high the vessel bursts.
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Fri Jan 02, 2009 2:33 pm

*sigh*
This topic again.

I think it should be in Unarmed.


New spin.

I say science, fuels, technology, chemistry, but never repair that would be a bad fit and just be silly.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Fri Jan 02, 2009 4:15 pm

Grenades, mines, rockets. What do all these have in common?
They are all explosive materials in cases. When the explosive is ignited, it explodes, but outside of a case it's not as effective.
The Flamer is not similar to those at all. Yes there is a flame, but unless you're wiring a detonator to the tanks, throwing them at people and setting them off, it isn't the same thing.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri Jan 02, 2009 11:46 pm

^^And using a flamer/incinerator is simlar to a High Veliocity Gauss Rifle?? Or super high tech pew-pew weapons?

Like I said, not a perfect fit anywhere - but better in explosives then EW.
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Fri Jan 02, 2009 10:00 pm

New spin.

I say science, fuels, technology, chemistry, but never repair that would be a bad fit and just be silly.

...

Meh, I honestly don't care, the Science skill is already illogical as hell, might as well just throw it in there.
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Fri Jan 02, 2009 8:51 pm

@ beancounter:
My point was that it doesn't work like an explosive, nor is it used like one. Personally I think they should've kept big guns, rather than redistribute them into other categories.
You can't argue that it is the same as a grenade, but you can argue that it is a basic way of imparting large quantities of thermal energy to a target, so they stuck it in energy weapons.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Fri Jan 02, 2009 9:53 pm

^^But even within the Explosives weapons the weapons are not that related. The operation of a GMG or Fatman is dramatically different then tossing a Grenade. By following that logic they should move Plasma Grenades/Mines and Incendiary Grenades to EW. They do not use an explosion to kill, instead they use Thermal Energy.

Keep in mind they'll change pyromaniac to another skill as making them different was an intentional design decision. Or they'll nerf the perk down down to +20%

Out of all the perks that boost a weapon, only the Pyro perk has a skill requirement that does not really boost weapons in that skill. It is like requiring Meltdown to have an explosive skill requirement. It is silly.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Fri Jan 02, 2009 6:20 pm

But those weapons still explode, dealing damage in every direction within a certain radius, and destroying itself in the process. The flamer shares none of those characteristics, so I don't see how you can call it an explosive.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Sat Jan 03, 2009 4:25 am

I feel we've gone around in a circle a couple of times now.

"They don't explode, they don't fit in Explosives."
"Explosives are unbalanced though, and flamers could fill the close range spot"
"Flamers uses fire which is energy, so it belongs in Energy Weapons."
"I want Big Guns back"

Et cetera, et cetera.

Any new arguments or is this going to go around more than a carousel with it's technician on a lunch break?
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

PreviousNext

Return to Fallout: New Vegas