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Flamethrower concept
2016-07-13, 09:48 PM
Post: #61
RE: Flamethrower concept
I like it. +1 but we need a counter measure like Fire control system that turns on sprinklers that can be placed inside Of ships. Also there Could be a holdable fire extinguisher that can put out fire. Or maybe fire hoses that are modular with Water tanks and nozzles to put fires out and cool down other ships. This makes support ships much more needed.

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2016-11-29, 02:43 PM
Post: #62
RE: Flamethrower concept
Shields could be a counter, speed would be a good counter. Heat sinks and vents could be added as counters.
Also it would make sense if flamethrowers stuck out like a sore thumb to IR

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2016-11-29, 07:58 PM
Post: #63
RE: Flamethrower concept
One counter could be steam pipes with sprinkler setup. Hi-fog system uses high pressure water to create small water drops like steam. Only needs 1 new part to make it + required code.

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2017-04-20, 07:16 PM
Post: #64
RE: Flamethrower concept
Firing piece - Call it a Pump
Igniter - I'd build some without it. Just to douse the enemy in fuel before igniting them all at once Big Grin

Also, someone mentioned that repair bots could extinguish fire. I support that idea. You could use fire weapons to give the enemy repair bots extra work to do.
Additionally, if you have them travel to the closest water surface, they could get back and extinguish a larger area at once and reduce future fire damage by a small flat amount (any water that needs evaporating).
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2017-09-28, 08:35 AM
Post: #65
RE: Flamethrower concept
(2017-04-20 07:16 PM)Uthael Wrote:  Firing piece - Call it a Pump
Igniter - I'd build some without it. Just to douse the enemy in fuel before igniting them all at once Big Grin

Also, someone mentioned that repair bots could extinguish fire. I support that idea. You could use fire weapons to give the enemy repair bots extra work to do.
Additionally, if you have them travel to the closest water surface, they could get back and extinguish a larger area at once and reduce future fire damage by a small flat amount (any water that needs evaporating).

Maybe fuel floating on top of the water (better than mines) like what happens in oil spills

(2017-10-09 09:22 PM)Captain_Fox Wrote:  Go take a shield generator, slap that on your ship and turn the bugger up to max.

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2017-11-01, 11:31 AM
Post: #66
RE: Flamethrower concept
For now you can :
>Build small gauge minigun
>Make timed flak shell
>Upgrade it for insane RoF
>Red Tracer
>???
>Profit!
Big Grin

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2017-11-06, 01:51 AM (This post was last modified: 2017-11-08 01:26 AM by SovereignVis.)
Post: #67
RE: Flamethrower concept
Flamethrowers would be fun to have. You should also be able to adjust the fuel-to-air mixture so you can make flamethrowers that have a very gassy flame where the fire hangs in the air more, doesn't go as far but also uses less fuel. Or more of a liquid mix where the flame is very thin, arcs and falls to the ground. It would use more fuel, have longer range but would also leave a much longer burning effect on what it lands on. And you should be able to adjust the pressure of the nozzle/range and spread. So if you wanted a blow torch like effect you would use max pressure with a high air mixture.

Also there needs to be napalm warheads for missiles and you should be able to make incendiary rounds for advanced cannons. Tongue
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2017-11-06, 03:25 PM
Post: #68
RE: Flamethrower concept
(2017-11-06 01:51 AM)SovereignVis Wrote:  Flamethrowers would be fun to have. You should also be able to adjust the fuel-to-air mixture so you can make flamethrowers that have a very gassy flame where the fire hangs in the air more, doesn't go as far but also uses less fuel. Or more of a liquid mix where the flame is very thin, arcs and falls to the ground. It would use more fuel, have longer range but would also leave a much longer burning effect on what it lands on. And you should be able to adjust the pressure of the nozzle/range and spread. So if you wanted a blow torch like effect you would use max pressure with a high air mixture.

Also there needs to be napalm warheads for missiles and you should be able to make incendiary rounds for advanced cannons. Tongue
*color, font, and size reduced*

Flamethrowers will hopefully get some love soon, but that will likely wait until the implementation of fire in some form. Same with napalm and incendiary.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-03-30, 05:02 AM
Post: #69
RE: Flamethrower concept
the most important question is why is this not a thing already and at #2 is why is this in the important section and not the extremely critical to humanity's survival section
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2018-04-02, 07:14 PM
Post: #70
RE: Flamethrower concept
It would be hard to balance, way too strong of a counter against DWG, costly in processing power, and probably somewhat difficult to implement. A few accompanying requirements would be fuel spills and other types of burning stuff, and of course flamethrowers weren't used in real naval combat for a reason. They were ineffective against metal ships and anything fire suppression, or just a bucket and a fairly low deck.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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