Zealot's flamethrower has been changed visually

why it has been changed visually? now when you use the flamethrower it does have a horrible effect when you shot while moving away…

It’s just really bad visually, and in the pre order beta it was done way much better in term of sprites.

even in the trailer Zealot Preacher class spotlight it was done pretty much good.

now it has became very bad visually, consider to rework it again…

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I think this is a side effect of them fixing that crash / performance issue earlier.

  • Made some VFX optimizations on player flamer, resolving an FPS drop that could occur if a player continuously sprayed a surface close to the camera for too long.

This was on release day.

I never had issues about FPS but i can understand, even if I think honestly was just more attempts to try to “optimize” the game when it’s just visual downgrades…

but in my opinion now it doesn’t look very good, it’s really weird.

not sure if you tried, spraying the flames and then moving the camera at the same time, it really doesn’t feel good.
the one in the trailer, was cool and also the one in the POB also it was, both of them were actually good visually, but also good about the “physics” and last also more longer to the ground…

another thing, is that they removed the light coming from the armour of zealot. somehow they removed the glow from the ground and body sadly…

No idea, I don’t use the flamer, so I really don’t feel strongly about it either way. Just adding context so you know where it came from or why it happened.



The first picture is from the preorder beta. A nice, consistent flame with good burning clouds. The second picture is the new flame effects. Choppy and underwhelming. Please fix it.

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Jammer agreed, in the preorder beta it was way much better!!!

and also from the preorder beta one, it was way better in first person also, it was very smooth while moving it away

now the new effects it’s very horrible to use in first person… the flames move weirdly…

Space Hulk flamer was better :slight_smile:

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The flamethrower (in first person) looks a lot better now IMO. I can actually see what I’m shooting, and there’s illumination. Previously the flamethrower would only illuminate surroundings for your teammates. Really sucked during Light’s Out.

You are going to hate me, but your second picture looks a lot better. I believe you that it’s choppy, but in that still, it looks awesome. See how the flame seems to split off the end like a real cloud instead of just a line? How the bottom is wrapped in a little bit of blue purple?

That looks epic in a still. It might look terrible in motion… but it looks great in a still.

That said, the flame… in first person instead of third, most certainly needs work. It’s powerful but it isn’t fun to use. I’ll go get on my zealot and come back to try and conceptualize why, because I can’t say at the moment.

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Okay, after some time in game, I know what’s wrong.

  1. Doesn’t feel like it’s really putting out pressure.
  2. Fire feels more like a gas fire, IE Propane, instead of the liquid we associate with real like flame weapons. Petrolium/Promethium based weapons.
  3. Doesn’t feel like it’s putting out heat.

Most of the flame throwers in the world that were intended for use as weapons used napalm, which is a gelled gasoline. Some used oil (Greek fire Byzantine flamethrowers)

Flame throwers that are for dramatic effect only often use propane.

Our flamer feels like a propane flamer which is bad. Now, when the guy next to you is using it, it looks great… when you are using it not so much. I promose the main images that should be examined are first person perspective. I still very much disagree about the thrid person looking bad, think it looks pretty good.

Sticky flames are a thing with this and they do stick to environment, but the effects there are not so hot, no pun.

Fire outside the gun should have some sort of heating effect near it, not just in it. Dunno how that hits balance, but it should at least be in for show if not damage.

The manual fire is terrible and should be replaced. Even if the ‘real’ use (secondary/alt/aimed fire) solid stream maintains it’s exact effect, the primary fire should be reconsidered.

The thing should have some amount of recoil, like a garden hose, and it doesn’t really feel like it does now. It should also have at least as much push as a garden hose.

When waving it around side it side, it’s all too obvious you have many individual ‘blops’ coming out rapidly.

It does do good damage, but it isn’t fun and it doesn’t really feel or look like a famer w

TLDR The in game flamer does not ‘feel’ like a flame thrower. It feels like a poison gas gun.

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yea and if you use the alt fire while moving around the camera, for example doing a 180 degree, it just feels wrong, it wasn’t like this before.

try to do alt fire holding and then doing some circles.
some circular movements, you will see it’s just weird the physics.

before was used to be way more accurated.

now the sprite in first person looks really bad, because it doesn’t seem realistically real, in term of physics.

plus one thing i noticed is that it doesn’t stay to the ground long than it used to be.

thanks for testing…

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Nothing to fix eh.

Eh, the on target effect is fine, but the ‘feel’ of the weapon, (intentionally a little vague) is off and needs some work.

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Yeah I miss the old flame effect, the new one feels really anti climactic.

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I also felt the same about the staff of psyker (the one about flames) which seems to follow the same concept

tried a bit in the training area and when shooting flames to an enemy and instantly turning around to other enemies, it won’t hit them despite the visual effect touching them.
the flames also there feel a bit off, it’s the vfx floating around