ext_76852 ([identity profile] bateleur.livejournal.com) wrote in [personal profile] chrisvenus 2008-02-20 11:04 am (UTC)

The flamer changes of always killing is nice though.

It is if you're the marines, but it makes the game much less interesting. In the original game the point of the 1 in 6 kill failure was that it meant if you flamed a room packed with Stealers it was quite likely one would survive. This discouraged insane flamer sprints where you'd use 4AP/6CP to run your Flamer seven spaces, turn, then flame a heavily occupied room. Doing this was sometimes correct, but it would usually cost you the Flamer. By contrast if you have a 100% kill rate it's always correct, which is dull.

Also 100% kills let you do the "rolling thunder" trick where you flame a room, then as soon as the flame clears you walk into it and flame the next room and so on. With other marines supporting the advance from behind this is basically unstoppable.

Of course, both effects are reduced in importance by their reduction of the flame burst size, but that is in itself a bad thing since it means the Flamer is more like a random big gun than a strategic tool.

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