Really happy to hear. Look forward to the changes.
i second that.
also about your signature? did you win the no win scenario without cheating like I did? because I did it by giving the simulator so many outcomes it couldn't calculate a plausible one and crashed, which now that i consider it maybe that is cheating?
They should re-work on the Breen CRM2000 and flamethrower simultaneously.
Make regular attack be not a bolt but an 'icy wind blast' similar to the flamethrower's flame..only cold. Single target, It should do low damage but reduce target's run speed AND expose them.
The high powered attack should be AOE fore cone 'freeze' blast that does health damage when the target breaks from the freeze (not as it freezes).
Essentially a crowd control weapon. Does not compete in damage at all with the flamethrower.
Regular attack: 'rolling fireball' - flamer fires a squirt that turns into a fireball like a hay-ball lit on fire and it 'rolls' to the target. Anything that it touches gets caught on fire. non-aoe, straight line type of damage (like high density rifles)
High powered attack: 25 degree cone aoe flamethrower squirt. Anything in the cone gets lit on fire.
We're looking into the effects lag issue with the flamethrower. Thanks for the feedback.
We ran across a similar problem when modding Savage:Newerth.
In the game we had a weapon known as the Incinerator, essentially a low-level flame thrower designed to do fire damage at close range. During the development of our mod, we increased it's range and rate of fire. Without realizing it we had created a lag cannon. God forbid we had more than one operating at any time.
Our solution was to pare down the actual rendering of the flame. Instead of 8 discharges per second (really looked fluid) stretched to 3x it's normal length, we cut it down to two. Lag became less of an issue. The drawback was it looked less like a flamethrower, and more like the STO bug spray. We ultimately added flame effects to the ground where the strike impacted.
Not knowing the mechanics of STO, perhaps change the weapon send out a fireball, that uses the existing ground effects for fire?