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burst rounds in flamethrower

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N-Sunderland:
I've heard the devs say that burst actually does make the flamer hit more things, despite lacking AoE.

(Queso, this is your cue)

Queso:
Yes it is my cue. Burst increases particle size. Thus more components are hit.

sparklerfish:
Interesting, thanks for the information!

DJ Tipz N Trix:
yeah, it's some kind of exception to the rule

Queso:

--- Quote from: DJ Tipz N Trix on August 17, 2014, 11:21:42 pm ---yeah, it's some kind of exception to the rule

--- End quote ---

For those who want some juicy technical programmer mumbo jumbo, there are three major (read: implemented, functional and used) gun sub-classes (inheritance is fun!): Projectile, Raycast, and Particle (Even mines are projectiles I do believe, but they are weird and we don't talk about them because then I'm pretty much writing out game source code for everyone to see :P). Some modifiers effect these in fairly consistent ways. Modifying ammo count for example makes sense in all contexts with no need for any type to handle differently. Meanwhile something like modifying arming time doesn't even make sense on non-projectile weapons (at least for now), so the system simply ignores the request to modify it. For particle weapons (of which the flamethrower is the only one present), it just handles AoE in that way because the programmers and game designer decided that it was the most consistent with other guns functionality and was how they wanted it to work.

So rather than being an exception to the rule, it simply is the rule for that type of weapon. If you were ever to see another particle based weapon (like a water cannon which I swear gets suggested like every other week) it would likely follow the same rules.

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