Flamethrowers & Alien Autopsy

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BeyondMyLife
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Flamethrowers & Alien Autopsy

Post by BeyondMyLife » 31 Dec 2014, 15:43

I have a suggestion for the use of them if or when we work around the atmos system, Rahlzel already knows about this

In the lore, aliens are usually hostile to fire, if not completely hating it outright, in the movies they also use flamethrowers, which are highly effective, but still have their drawbacks, as the aliens blood is acidic, and the acid boils at a lower heat temperature than us, their blood becomes very volatile, and they do become quite explosive, therefore using it directly towards a alien, could cause heavy burns, to death if the acidic blood sprayed onto them, this could be used as a drawback system. The only people who should be working with these are standards, one per squad, ONLY after the aliens are understood, should they be able to be used, and never until then, the volatile system makes it so marines cant go toe-to-toe with aliens, but still can use it at a very long distance.


As another system, I've wanted to implement surgery on aliens, for the researchers to preform autopsy's to study the aliens further, this would be a similar system to the human surgical system, a glass system used to drain the blood, of course so it cannot burn you, the corpse being drained of blood before being worked on would be a logical idea, if the researcher did do correct blood tests and culture tests for the alien blood.
Last edited by BeyondMyLife on 31 Dec 2014, 19:25, edited 1 time in total.

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UnknownMurder
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RE: Flamethrowers & Alien Autopsy

Post by UnknownMurder » 31 Dec 2014, 15:46

We don't need flamethrowers, you have MG, Combat Knife, and a OP guns. What else do you need?

However, alien autopsy does sound interesting but I would like to suggest an idea to include a chair for Xenomorph to be contained. The containment room isn't very effective without shields. Blast doors only delays the inevitable, Mr. Anderson.

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RE: Flamethrowers & Alien Autopsy

Post by SecretStamos (Joshuu) » 31 Dec 2014, 15:57

Flamethrowers have been suggested a number of times. And probably for good reason. They're probably the most iconic weapon in the Alien franchise outside the Pulse Rifle.

If they can be implemented correct, why not? Of course it's out of the question now, but eventually it could be viable.
Last edited by SecretStamos (Joshuu) on 31 Dec 2014, 15:57, edited 1 time in total.

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BeyondMyLife
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RE: Flamethrowers & Alien Autopsy

Post by BeyondMyLife » 31 Dec 2014, 16:45

Also, would it be viable to include along with the chair, stun batons, or stun prodders, if the alien is able to break out of the chair, they could taze him untill he's no longer a legit threat, and secure him again?

Also, just like you burn yourself with a lighter, but it doesn't burn the whole room, this could be implemented with the flamethrower, in a pulse rifle spread type of pattern, as energy weapons burn, we could use the same system for the flamethrower, bypassing the atmospheric system completely, making it effective while also stopping it from scorching the air in the room and killing everyone. the drawback system would still be in effect of course, and the radius of it's effectiveness would be lowered greatly in order to prevent OP usage.
Last edited by BeyondMyLife on 31 Dec 2014, 16:48, edited 1 time in total.

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UnknownMurder
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RE: Flamethrowers & Alien Autopsy

Post by UnknownMurder » 01 Jan 2015, 00:43

Err.... Second is just... Ehhh.... We have stun batons doesn't do much effective right now.

I'm against this idea a little. It seems too overpowered. Perhaps, let's not include anything that has to do with Atmospheric or flames. They tend to lag the server.

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RE: Flamethrowers & Alien Autopsy

Post by apophis775 » 04 Jan 2015, 13:47

Alien Autopsy will be in the bay Upgrade.

Let me think about flamethrowers.

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RE: Flamethrowers & Alien Autopsy

Post by Rovernic » 05 Jan 2015, 00:52

If the flamethrower affects Atmos, you're in for a ton of lag, and a ton of dead Marines.

Last thing you need is to be retreating while the chuckleduck pulling rearguard traps half the squad because of fire doors and they all burn alive because atmos logic.
"Aut viam inveniam aut faciam." Either find a way, or make one.

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RE: Flamethrowers & Alien Autopsy

Post by razerwing » 05 Jan 2015, 10:51

If we're going to do this flamethrower thing without really messing up the atmos logic, an easy way around setting everything ablaze is maybe remodeling the Chem Sprayer, making some kind of new chemical for it that you could color orange and tweak the damage as need be? Of course, ammo might be a bit of a problem. I don't know, not really sure how Chem Sprayers work, but I think if might be worth a look.
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RE: Flamethrowers & Alien Autopsy

Post by UnknownMurder » 05 Jan 2015, 12:17

Chem sprayer works like spacr cleaner... I'm certain.

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RE: Flamethrowers & Alien Autopsy

Post by razerwing » 05 Jan 2015, 12:32

And there's no way you can put Flamethrower fuel (acid) in the Chem Sprayer?
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RE: Flamethrowers & Alien Autopsy

Post by MrGabol100 » 07 Jan 2015, 08:52

Ok, i did fucking 8 messages until figuring out how to edit correctly.
Just add some new resprited and renamed plasma canisters like: Fuel canisters, that are little chrome canisters with a red line and a fire symbol or something, then resprite the regular FM from the game or do another one working exactly the same but not buildable in-game and deal with it, because they both work the same fucking way, we dont need backpacks, if you look at the alien series, their FM work more like this than the big badass WW2 backpack fuel tanks.

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RE: Flamethrowers & Alien Autopsy

Post by SecretStamos (Joshuu) » 07 Jan 2015, 15:19

Image

I've probably posted this in the last two or three flamethrower threads, but here it is again. I'll make a separate fuel-tank sprite for reloading if need be.

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RE: Flamethrowers & Alien Autopsy

Post by Felkvir » 08 Jan 2015, 13:20

SecretStamos(Joshuu) wrote: Image

I've probably posted this in the last two or three flamethrower threads, but here it is again. I'll make a separate fuel-tank sprite for reloading if need be.
Yep, looks epic as always

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RE: Flamethrowers & Alien Autopsy

Post by apophis775 » 31 Jan 2015, 13:07

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