Pending Flare Gun QoL Changes

pigeon

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Some changes to the flare gun:

1. Allow the flare gun to be repurchasable.
- As a utility item, I don't believe it would be too overpowered to be able to dispose of more than four bodies per t round.​
- With the perk, the flare gun actually does a decent amount of damage. But it still requires multiple shots to kill, so you should be able to buy more than one flare gun. Generally, the weapons that limit you to one purchase do so because they're much stronger than the other options. The flare gun as a weapon, even upgraded, is not anywhere near that power level to warrant only one purchase per round. But it is fun.​
2. Increase the tick damage of the fire, but reduce the tick frequency.
- It currently does 2 damage per tick. I think you could triple or quadruple this damage per tick while appropriately reducing the tick frequency to keep the total damage the same. This wouldn't change the time it takes to kill a player meaningfully, nor would it change how lethal the flare gun is, but it would make the flare gun less visually obstructive to burning players and would reduce the bloat in damagelogs.​
 
+1000
Probably my favorite T item right now. I would love to be able to set more people on fire when the hits don't register.
Also bump.
 
I ought to bump this as well. Actually good change, the bloat in damagelogs when it's used is so annoying to go through, especially when trying to highlight said player.

Also any amount of viable flare gun is probably good to cause confusion later in the round.

+1.
 
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