The issue I have always had and never expressed my opinion on is how flames work in this game and in VT2 also. It appears that in the interest of not cheating the flamer/bomber out of their maximum area per attack, we have a system that instead of making sense, has to spread the aoe attack no matter where it’s been placed i.e stairs, in a corridor, downhill to uphill etc, you get the point. This is frustrating. I will post a video where the flame just curves around the corner just to spite me it seems. Is it only I that have a gripe with this feature?
Ye, these stuff catch me off guard.
Usually the scariest things happen when the Bomber throws his firebomb in the tight corridor, and so you all just run away as fire
slowly crawls in your general directions.
Some Scooby Doo shenanagans
The flamer’s flames following you around corners is an annoyance I don’t like. Besides that the bomber fire spreading is something that makes sense to me in a video gamey sense, not realism, it’s consistent in the way it works so I have no issue with that. I just don’t like that the fires also block visibility for players without it affecting enemy shooter’s vision in any way, just another small annoyance IMO.
I’m fine with it in this instance since it just prevents the player from taking advantage of the corner LoS from flamer, but what really annoys me is that if there is a significant height difference the flame almost instantly hits you no matter the distance away from the flamer and it’s noticeably faster than if the flamer had shot in a straight line. It’s super annoying especially as ogryn since it seems to always catch his hurtbox far easier than it does the other tinier classes, and applies a large knockback from it as well.
Frankly I find your use of the word polemic to be pleonastic, garrulous, and circumlocutory.
It’s a perfectly cromulent word.
But yeah the fire spread is a tad much at times.
flamers also ‘‘adjust’’ their range when they are shooting from the other side of a chasm, i noticed this in magistrati oubliette, in the first area when standing on the iron platform just before the doorway that leads to the big sewers
and the flamer can reach you from below on the other side, more than 30 meters away
from my pov it looked just like he was shooting at the air, but i was getting thougness damage
he was a scab i think though, they behave differently
Did you know the old WW2 US army infantry tactics primer reccomends bouncing the stream of flamer fire off of an interior wall, say through an opening in said wall, so that it rebounds into the room and roasts the occupants?
Fire and flame throwers bounce and spray and spread has always been my feeling.
In the context of real life warfare, sure. Inventing new weapons and strategies of war were always about being as unfair as possible to your opponent to minimize their chances of winning, and flamethrowers are no exception. Bouncing them off corners and all around a room is one of the best ways to cause chaos and make a group of trained soldiers panic and scatter, alongside throwing a grenade.
In the context of a video game, though, most players agree that if you’re behind a wall or around a corner, most things shouldn’t be able to hit you unless they have explicit anti-wall capabilities. In that case, people aren’t going to be happy when the flamethrower manages to hit them even though they were totally in cover.
Game logic != real world logic. Darktide may have quite a bit of realism, but it shouldn’t be realistic - fun should always come first!
I mean, if you want to talk realism, the napalm grenades would burn up all the oxygen in the confined spaces we fight in pretty quickly…
There still needs to be a degree of verisimilitude or internal consistency for a setting to maintain immersion. If they showed at some point that promethium fires can crawl up stairs, then fine, that’s internally consistent with the setting. But because they don’t, the only reference we have is real life and it just feels jank to see that happen. Handwaving off everything that doesn’t make sense, internally or not, as being “just a game” kills immersion.
I never considered this an issue personally but I feel that the tox bomber is an exception for me. The grenade is very subtle, unlike the flames of either flamer or the well telegraphed flame bomber nade. A few times here and there I’ve been tricked into wandering the wrong way out of the gas because I don’t know where it started. I wish the grenade itself had a distinctive particle effect on detonation but it’s not something deeply impactful upon my experience of the game.
I think the tox bomber grenades spawns a gas cloud at every bounce the grenade does; there’s no way a single grenade would otherwise make a gas cloud the size of half the power matrix by itself.
Video doesn’t work for me but I like that spread, it just feels way more realistic. It doesn’t “follow” you, but rather spreads a little on impact like burning liquid would.
My only problem with it is when the flamer is below you at an angle where the fire can’t spread because it never reaches that ground under your feet. Yet it still spreads just fine as if they were firing from above you. But as annoying as it is, I can chalk it up to gaming physics.
Also the zelly flame should work the same way, likewise spreading that liquid on the ground with lingering flames that would burn the passing heretics for a time. Idk how warp physics works but I should imagine the psyker’s flames wouldn’t behave like that so that’s fine.
No, I had no clue, that’s interesting. I doubt there’s really an advantage in splashing it against a wall rather if you can directly spray from left to right say. I’m implying that you aren’t challenged from the interior of the bunker though, thus maybe they were trained to take advantage of the physics to avoid being shot, but still being able to burn inside the bunker? So the spread of the flame wouldn’t be perfect, but you’d be bullet free in compensation.
Nonsense!
Agreed!
I actually doubt this would be an issue, there’s always vents and the likes in all of the places we fight in, never really a completely enclosed space.
It’s not even about being realistic or not to be honest, it’s about being expected. The same as in mostly any game where you have guns and can use cars, you expect the car to explode eventually if you shoot it a good bit. That’s the expectation because it’s a videogame/Hollywood convention, but I dare anyone to explode a car with gunfire. I’m talking explode, not burst in flames from the reservoir or the likes. Another example are the beloved barrels scattered around the map. If a barrel explosion is so strong that it can throw you 30 meters away, believe you me, you won’t be getting up from that.
Yes I was being a bit facetious, also I’ve reuploaded the video, should be good for another couple of days.
Ooo I gotta be honest, that’s a bit more spread than I usually see so I get the annoyance.
Btw as a kind of a related tip for everyone really: Learn to love them boxes & empty barrels! I can’t even remember the number of times I’ve seen ppl boxed into a corner and just burn until they die, when all you have to do is get up on a box or barrel and wait it out. I’ve spent many a match standing on those things.
Not saying this to you or the vid ofc there would’ve been no point. Just that the moment I saw the fire and those props my instinct screamed “safe place!”.
Oh yeah I totally get it! I sit on chests and also on railings (though that’s dangerous in itself but better that than to become fried rejects).
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