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Toxin and Flame Options
Argentinier
#1 Posted : Monday, March 08, 2010 1:41:39 PM
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Its a fact, when you launch the patch, please, adjust the damage of this two weapons. I think i like it, but they are weak.
elffr0mhell
#2 Posted : Monday, March 08, 2010 2:29:19 PM
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heh the toxin launcher is more misused then laser ever has been in active games, and the power of flames is great. Toxin does more dmg teh more hp a unit has, the dmg calcualtions are based on %. With a toxin launcher, a minigun/sabot machingun and fire nades you can kill any juggernaut with all genes +6 and a lvl 3 defence aura on it without any larger problems. Just remember to shoot teh toxin on the units with high hp, juggernauts, bug leaders, glads, citadels n portal are the biggest targets. Note that toxin dmg doesn't stack with more toxin so dont shoot a unit with toxi on it with another shoot as it is useless, wait untill the first toxin effect has gone then shoot again.

Hmm hope certain guys i know dont get mad now when i reveals some secrets and tactics. The secret with laser rifle is to use it against huge swarms of commandoes/rhinos. Thats were laser get usefull. And for toxin, throw a CC/smoke nade+flame nade, toxinshoot and then normal nade launcher. Not a tactic that i have come up with myself but it sure is usefull.
Argentinier
#3 Posted : Monday, March 08, 2010 2:37:21 PM
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Yes, good information here, but can be nice a re-touch of the damage of toxin ^^" its a funny weapon and i like it =P
Ropal
#4 Posted : Monday, March 08, 2010 5:47:36 PM
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Argentinier wrote:
Yes, good information here, but can be nice a re-touch of the damage of toxin ^^" its a funny weapon and i like it =P


its 6% damage per second, 6% !?! i mean seriously how better can THAT get? unless you want it to deal 700 dmg/sec, seriously, a poison mine/poison nade, + fire can already kill pretty much everysingle bug in the game, if you add to that nade launchers <.< its really a rofl parade.
BlueWolf
#5 Posted : Monday, March 08, 2010 6:18:54 PM
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Poison grenade? Now that sounds awesome. And a flame mine. ohhhhh tactics I could use with that :D

Yeah the poison has a good bang for the buck sense. (Mines and Launcher)

I mean if you had poison doing 7% per sec for 10 sec ya got 70% of their health down. At 70% you have lots of troubles trying to counter it with healing (Or I would assume). At 60%, you have the right balance to be able to counteract it just enough so its not basically an insta kill when you toss a grenade in there.
Argentinier
#6 Posted : Monday, March 08, 2010 6:52:18 PM
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I was using flame and toxic in survival, just to try that combintion, and i dont know where damage "goes" =S

You say, "6%!!! awesome!!!" I dont know what is failing coz i cant see result, not even with +4 chips!
Ropal
#7 Posted : Monday, March 08, 2010 7:19:22 PM
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Argentinier wrote:
I was using flame and toxic in survival, just to try that combintion, and i dont know where damage "goes" =S

You say, "6%!!! awesome!!!" I dont know what is failing coz i cant see result, not even with +4 chips!


dude, POISON DOES % DAMAGE, at survival its completely useless, and flamer is a really good run and forget weapon, since you can leave a trail of fire and make everysingle bug following you get torched, if you add +4 damage ups, that thing instantly kills commandoes (last time i heard)

EDIT: Dont use those on PvE, its useless on those ^^ bugs dont last enough, well lest when its the rolling giant bugs, or the queen
Argentinier
#8 Posted : Monday, March 08, 2010 8:06:29 PM
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Ropal wrote:
Argentinier wrote:
I was using flame and toxic in survival, just to try that combintion, and i dont know where damage "goes" =S

You say, "6%!!! awesome!!!" I dont know what is failing coz i cant see result, not even with +4 chips!


dude, POISON DOES % DAMAGE, at survival its completely useless, and flamer is a really good run and forget weapon, since you can leave a trail of fire and make everysingle bug following you get torched, if you add +4 damage ups, that thing instantly kills commandoes (last time i heard)

EDIT: Dont use those on PvE, its useless on those ^^ bugs dont last enough, well lest when its the rolling giant bugs, or the queen


"Instantly kill commandos" So, useless against good (not pro) bugs too, and useless for PvE...

<.< >.> <.< >.>

I got it... No totally useless (only 80%) but i got it. That works only for a pre-made team with pre-made strategy, i cant find other spot for that guns. Yeah, they are good, but too many counterparts. Maybe... maybe... if they could do more damage... would be better... but now im dizzy.

+1 with granades idea and flame mines


Ropal
#9 Posted : Monday, March 08, 2010 8:22:30 PM
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BlueWolf wrote:
Poison grenade? Now that sounds awesome. And a flame mine. ohhhhh tactics I could use with that :D

Yeah the poison has a good bang for the buck sense. (Mines and Launcher)

I mean if you had poison doing 7% per sec for 10 sec ya got 70% of their health down. At 70% you have lots of troubles trying to counter it with healing (Or I would assume). At 60%, you have the right balance to be able to counteract it just enough so its not basically an insta kill when you toss a grenade in there.


if you make a poison grenade, these will be the most unfair game for bugs evar, seriously fire already eats alot of life, if you now combo poison and fire and then start shooting bugs you will have epic instant horde kills.

Argentinier wrote:

"Instantly kill commandos" So, useless against good (not pro) bugs too, and useless for PvE...

<.< >.> <.< >.>

I got it... No totally useless (only 80%) but i got it. That works only for a pre-made team with pre-made strategy, i cant find other spot for that guns. Yeah, they are good, but too many counterparts. Maybe... maybe... if they could do more damage... would be better... but now im dizzy.

+1 with granades idea and flame mines




Poison nades aint useful against commandoes, its VERY usefull against jugs and glads spam though, and its one of the only ways to effectively kill citadel rushes, sadly as the problem with flamethrower, you can really just use the mine counterpart, which does the same just that it requires a bug to step on it, which isnt hard considering one uses it for heavy spam.
Argentinier
#10 Posted : Monday, March 08, 2010 8:40:53 PM
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But (And is an important "but") if you do Poison nades, the toxin can be out of game (having into account you can plant mines and drop "hypothetical toxic nades").

Flame mines, hmmmmm... Sounds good, but same as toxin.

With all that innovations, you surelly will drop out the flamethrower and toxin, if we have already the market flooded of them.

Here is an idea: In the next patch (not this wich is incoming, i mean other) you can raise the damage of this two guns or put some new propierties, and put the mines and the nades of both so this two wont get rid of the guns.

I have opened view to new points.
Ropal
#11 Posted : Monday, March 08, 2010 9:09:40 PM
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Argentinier wrote:
But (And is an important "but") if you do Poison nades, the toxin can be out of game (having into account you can plant mines and drop "hypothetical toxic nades").

Flame mines, hmmmmm... Sounds good, but same as toxin.

With all that innovations, you surelly will drop out the flamethrower and toxin, if we have already the market flooded of them.

Here is an idea: In the next patch (not this wich is incoming, i mean other) you can raise the damage of this two guns or put some new propierties, and put the mines and the nades of both so this two wont get rid of the guns.

I have opened view to new points.


i repeat, in 10 seconds all bugs around the nade will have 60% less hp + the amount the fire hit them + whatever gun you are using (if i use nade launcher for example, that update would make me roflpwn everything)
Argentinier
#12 Posted : Monday, March 08, 2010 9:31:24 PM
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Summarizing: Any solution? Make the nades, dont make them. Raise damage, not raise damage?
Ropal
#13 Posted : Monday, March 08, 2010 9:50:06 PM
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Argentinier wrote:
Summarizing: Any solution? Make the nades, dont make them. Raise damage, not raise damage?


Dont make the nades, raise the damage of the flamer, and make the poison nader do stunning effects when it explodes. kthxbai
Argentinier
#14 Posted : Monday, March 08, 2010 10:26:30 PM
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+1 with the exploding thing of toxin

Like, 1 sec of stunning propierty.

XD

Im doing my best, i dont wanna fail with this post too =P
Ropal
#15 Posted : Monday, March 08, 2010 10:37:00 PM
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Argentinier wrote:
+1 with the exploding thing of toxin

Like, 1 sec of stunning propierty.

XD

Im doing my best, i dont wanna fail with this post too =P




look at the bright side, you aint her

Anyways, add damage to the flamer so its actually usefull, at these point its WAY better to just spam fire nades, it really has the same end result, even though the flamer is usefull, its not that usefull :/
Argentinier
#16 Posted : Monday, March 08, 2010 10:45:58 PM
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Yeah, some propierties would be nice.

Could be one more slot for "propierties chips" like stunning, freeze, so on. And one slot for genes too, but i dont know about bug, so i let the job for someone.
BlueWolf
#17 Posted : Tuesday, March 09, 2010 5:28:59 AM
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don't put down my poison nades and flame mines D:. Though I know itd be imba just like toxin mines and flame nades.

What I really want... is a napalm grenade launcher. Basically the plasma rifle, but it fires a grenade instead of a stream of fire. you know youd have fun with that one :D
Argentinier
#18 Posted : Tuesday, March 09, 2010 7:51:34 AM
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Yeah :D but if we put more "fire" in our inventory you must kick out the flamethrower =( and the funny is to not kick out it instead give him "something special" to transform him to a more used gun.

Read the post again... and see what it became and the whole mass of ideas we have here:

1)_ Give the Flamethrower and Toxin "that" special thing to revive them.
2)_ New granades and mines idea, like a toxic granade (with a percentage more lower than Toxin for not to leave it out of market) and flame mines (with the same percentage as the granade)
3)_ A special slot for the guns and eggs wich should give those new propierties.

Three importants ideas you should take into account.
BlueWolf
#19 Posted : Tuesday, March 09, 2010 10:30:26 AM
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Argentinier wrote:
Yeah :D but if we put more "fire" in our inventory you must kick out the flamethrower =(


.


Mayhaps we kick the plasma rifle instead. :o
Argentinier
#20 Posted : Tuesday, March 09, 2010 11:01:15 AM
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^^" i didnt use plasma ever so i cant submit opinion XD
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