GK Terminator Incinerators

Issues dealing with gameplay balance.
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Forestradio
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GK Terminator Incinerators

Postby Forestradio » Fri 04 Oct, 2013 11:22 pm

I was running some tests with both kinds of GK terminators. I found something that doesn't really seem right at all.

Their incinerator upgrade doesn't behave like a normal flamer. It deals a huge chunk of damage in the start of the animation, and then the pretty blue flame doesn't do anything for a certain duration (didn't get the opportunity to time it). It then deals another huge chunk of damage.

Combined with the DoT effect that the GK incinerator gets, this seems completely and utterly broken, especially vs squads like catachans and gaunts who are guranteed to eat two incinerator chunks of damage: one while the termies charge in and another during the retreat chase.

Can it be modified to behave like a normal flame weapon? I'm really hoping it's some kind of glitch................... :|
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Asmon
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Re: GK Terminator Incinerators

Postby Asmon » Fri 04 Oct, 2013 11:46 pm

No, their flamers were indeed designed with such a high burst damage.
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Lulgrim
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Re: GK Terminator Incinerators

Postby Lulgrim » Sat 05 Oct, 2013 12:00 am

Hmm I think the GK firing patterns are carryover from Destroyer actually. We certainly had to tweak Purgation incinerators several times.
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Indrid
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Re: GK Terminator Incinerators

Postby Indrid » Sat 05 Oct, 2013 9:21 am

This is in the bug list already.

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