Flares - stick - non-stick - ?

Post your feedback on the feel and balancing of the game here.

Moderator: SolC Development Leads

Post Reply
User avatar
Wookie
Beta Tester
Posts: 36
Joined: 20 Sep 2014, 09:22
Location: Vienna, Austria

Flares - stick - non-stick - ?

Post by Wookie » 10 Nov 2015, 19:09

Whats up with the flares?
why are they "human" thrown flares? - gravity is a non issue? are they intended te be like that?
it kinda takes the "space-illusion" away ( or is it my d2/d3-illusion ;)
i want the old flares back - the ones that flew straight and stuck everywhere.

InVader
Beta Tester
Posts: 65
Joined: 04 Nov 2015, 12:42

Re: Flares - stick - non-stick - ?

Post by InVader » 10 Nov 2015, 20:24

Yeah, the new flares feel a bit weird when trying to hit doors with them. It's probably because of the bounce mechanic (they have to bounce of doors, apparently).

STealTH
Beta Tester
Posts: 66
Joined: 14 Dec 2013, 16:50
Location: New Zealand

Re: Flares - stick - non-stick - ?

Post by STealTH » 11 Nov 2015, 07:06

The flares bug me too.

They are a tactical tool which is used to create lighting effects to throw away your enemy, or to open doors from far away.
At present they go flying to random directions... based on heat or gravity in game?

NUMBERZero
Beta Tester
Posts: 70
Joined: 23 Dec 2014, 23:38

Re: Flares - stick - non-stick - ?

Post by NUMBERZero » 12 Nov 2015, 23:58

How else are we going to stick evil mining corp executives to walls?!? ;)

User avatar
1/2Hawk
SolC Development Lead
Posts: 824
Joined: 10 Nov 2013, 04:10
Location: Atlanta, GA
Contact:

Re: Flares - stick - non-stick - ?

Post by 1/2Hawk » 13 Nov 2015, 18:20

This was a last minute change ... The old flares stuck per normal. The reason for the change was based on their ability to deflect seekers. We were finding it too easy to spam them into walls making those missiles almost worthless. There's other things we can do to cut that down (shorter fuse, lower fire rate) if everybody hates the new ones. But before there are 8 future threads written for R3... They -will- disappear when shooting into doors if we go back to sticky ones. LOL
UDK & UE4 - Visual FX (Particle Systems, Custom Materials, Lighting), Modeling, Animation/Rigging, Mapping, Coding

User avatar
Wookie
Beta Tester
Posts: 36
Joined: 20 Sep 2014, 09:22
Location: Vienna, Austria

Re: Flares - stick - non-stick - ?

Post by Wookie » 13 Nov 2015, 18:36

i think the seeker missiles simply shouldnt act on flares. flares should fly straight and stick again :)

NUMBERZero
Beta Tester
Posts: 70
Joined: 23 Dec 2014, 23:38

Re: Flares - stick - non-stick - ?

Post by NUMBERZero » 17 Nov 2015, 16:45

1/2Hawk wrote:This was a last minute change ... The old flares stuck per normal. The reason for the change was based on their ability to deflect seekers. We were finding it too easy to spam them into walls making those missiles almost worthless. There's other things we can do to cut that down (shorter fuse, lower fire rate) if everybody hates the new ones. But before there are 8 future threads written for R3... They -will- disappear when shooting into doors if we go back to sticky ones. LOL
So what you're saying is that flares work like actual IR flares that spoof missiles? o.o

User avatar
DuderSeb
SolC Development Lead
Posts: 887
Joined: 08 Nov 2012, 00:09
Location: Montevideo, Uruguay
Contact:

Re: Flares - stick - non-stick - ?

Post by DuderSeb » 17 Nov 2015, 16:54

NUMBERZero wrote:So what you're saying is that flares work like actual IR flares that spoof missiles? o.o
Yup, try it out next time you got a seeker headed your way ;)
Concept Art | Modeling | Texturing
Sol Contingency Steam Group

STealTH
Beta Tester
Posts: 66
Joined: 14 Dec 2013, 16:50
Location: New Zealand

Re: Flares - stick - non-stick - ?

Post by STealTH » 19 Nov 2015, 01:57

I just got a corsair k95 for this and it doesn't have set macro keys! Then again every key can be be macro key tehe. Bind flares to primary fire win.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests