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Blin Aug 6 @ 7:37pm
The Wechselapparat and how it probably should be reworked
Hello. There are many aspects of Verdun that could be given reworks to either become more effective or simply more enjoyable to use. Chiefly among these potential reworks should be how gas works and the Wex. The Wex as of right now does not deal a continuous stream of damage, rather it creates a damaging area that hits the target multiple times in quick succession. While this is effective if sneaking up on an enemy or managing to fire over a lip and into a trenchline, it creates situations where a person being burned with a flamethrower has more than enough time to simply shoot the user before death. Now, call me a whiner but when a man is being burned alive I feel he should fall over dead, know what I mean? So the question becomes, if it were to be changed how could it be fixed?

For starters I think currently the range and the way the fire works physics wise is fine. I like the fact that if you get close enough, for example on Picardie, you can arc the fire directly into the trench. Those I feel can stay as they are, for the most part. But I feel the way the fire works could have a change. For a game like Verdun, you can't use a flamethrower design like those from Rising Storm and Rising Storm 2. Having a flamethrower that insantly kills no matter where it touches you is a system too broken from a game like Verdun. If the flamethrower worked "realistically" it would be far too powerful a trench clearer. So instead I believe it should work, and bear with me on this suggestion, like the flamethrower from Battlefield 1. Whereas the current flamethrower does not deal enough damage (I personally believe) and the flamethrowers from the Rising Storm series do too much, then a system like from Battlefield 1 is a happy medium. Essentially if you are caught by the flamethrower from close range you should die. But, if you and the flamethrower user happen to catch each other at the same time you should also be able to last a little while in the fire. It should be a solid block of damage, not this strange hit register field we have right now.

So, the next question falls to how this would be implemented. Well to tell you the truth, I am not a game designer so my ideas are rather rudimentary. The closest I could think to what we currently have would be to just increase the speed at which hits are made in the fire. But that would just be a stopgap and I am not sure it would work very well in the field. But, regardless I feel the Wex could use a complete retooling. It is by no means the only weapon that needs it, the MP18 and BAR could also use some changes, but it is something I think should be looked at when time is had by the developers.
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Temujin Aug 7 @ 12:54pm 
Originally posted by Blin:
If the flamethrower worked "realistically" it would be far too powerful a trench clearer.

but it was. however if we speak about realism, you'd also only have enough fuel for a few seconds of 'fun' and then that's it. flamethrowers will never feel right in video games.
What is your opinion on the fact that the Wex is able to kill an enemy even the Wex-soldier is dead already?

Bullets disappear in such a situation. Wex and other weapons dont.
Blin Aug 7 @ 7:05pm 
Originally posted by Lilifee the cute fairy:
What is your opinion on the fact that the Wex is able to kill an enemy even the Wex-soldier is dead already?

Bullets disappear in such a situation. Wex and other weapons dont.

I think the Wex should be able to kill after the operator's death. It is fire after all, and it isn't like the weapon would be busted otherwise. However I actually think that bullets don't disappear upon death anymore, as I have had situations where I have shot a guy dead and he has to me at the same time.
Bullets disappear upon death, but not immediately; I think it's about 250 milliseconds.

I'm not too sure how the Wex works right now, but I think it should do more damage per "tick" the closer the user is and the disparity between the highest and lowest damage should be increased. It's always been pitifully weak in my hands, even when I hit them first at point blank range. Might as well just use the sidearm.
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