Flamethrowers!

General discussion of the Project Reality Vietnam modification.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Flamethrowers!

Post by Teek »

The flame thrower in COD5 was frikin sweet, as it behaved like a full auto rapid fire shot gun that went through cover and lit trees and grass on fire, And, they didn't explode when you got shot ;)

if they were put in, they should have less range than the shotguns and/or if possible less health.

Napalm streams would be real cool, it would be like a full auto genade launch, with less range and diffrent effect obviously
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mo0nbuggy1
Posts: 64
Joined: 2009-12-06 02:08

Re: Flamethrowers!

Post by mo0nbuggy1 »

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A U.S. soldier firing a flamethrower during the Vietnam War.
Ta77a
Posts: 36
Joined: 2010-02-27 01:42

Re: Flamethrowers!

Post by Ta77a »

Would it cause lag, i mean all that fire :twisted:
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Flamethrowers!

Post by Bringerof_D »

supahpingi wrote:where they actually used in vietnam,cant remember seeing one.

And wtf happened to sourcing/backing up suggestions?,everyone just seems to spam some random suggestions here
very commonly, i cant site a specific source at the moment but i will look. US army troops used it a lot to clear out enemy pill boxes, caves, etc. they were also very effective at getting snipers out of trees without the need to first figure out which tree the sniper was in

@teek: Source-wikipedia (M2 flame thrower) http://en.wikipedia.org/wiki/M2_flamethrower

Effective range 65½ feet (20 m)
Maximum range 132 feet (40 m)

if anything the shotgun should be given more range, i work at a trap shooting range, those things have quite a bit more of it than movies and games suggest
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
mo0nbuggy1
Posts: 64
Joined: 2009-12-06 02:08

Re: Flamethrowers!

Post by mo0nbuggy1 »

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A U.S. flamethrower operator in Vietnam during Operation New Castle -- the weight and size of the fuel tanks made the soldier extremely vulnerable to enemy fire, and troops had to be assigned to protect him.
Man-pack flamethrowers were again used operationally by Australian troops on several occasions during the war in South Vietnam. The fighting around Fire Support Bases Coral and Balmoral, for example, saw assault pioneers use flamethrowers to successfully subdue Viet Cong bunkers. Not only were they used on foot but on one occasion, from the rear deck of a Centurion Armoured Recovery Vehicle!

http://www.diggerhistory.info/pages-wea ... rowers.htm

Flamethrowers were mostly used in mech form apparently, but non the less. A very effective weapon, I would love to see it in PR:V, in the wrong hands it could spell disaster for a squad, one bullet will make a mess of that thing. But in the right hangs it could incinerate entire VC or NVA squads with ease.
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ShadowTrot
Posts: 1
Joined: 2010-03-08 05:23

Re: Flamethrowers!

Post by ShadowTrot »

I think that would be sweet but too many NOOBS would light their squad on fire.
mo0nbuggy1
Posts: 64
Joined: 2009-12-06 02:08

Re: Flamethrowers!

Post by mo0nbuggy1 »

You can't dismiss the idea because of noobs, they ruin everything in PR, this can just be another one of them chopper incidents.

"Can you fly?"

"Yeah"

*crash!*

"I thought you said you could fly"

"Oh yeah I fly im ARMA 2 all the time"
flyboy_fx
Posts: 118
Joined: 2009-09-02 16:12

Re: Flamethrowers!

Post by flyboy_fx »

Can you fly.
Yes.
Crash.
Disconnected.
Damn who was he I missed his name to ban him.

lol :roll:
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: Flamethrowers!

Post by supahpingi »

Cassius wrote:I doubt anybody on this forum is seriously opposed to flamethrowers in any shape or form :25_flamer
As long as tehy can be realisticly portrayed im fine with it,if not its not worth implementing
Adetter
Posts: 604
Joined: 2009-02-26 17:08

Re: Flamethrowers!

Post by Adetter »

Correct me if im wrong, a car or flamethrower or any kinds of vehclie or weapons with oil or fuel or something that burns, will not blow up if you shoot at it unless you use explosive ammonition or tracers.
salaminl
Posts: 92
Joined: 2010-04-05 21:52

Re: Flamethrowers!

Post by salaminl »

ShadowTrot wrote:I think that would be sweet but too many NOOBS would light their squad on fire.
^ This and suicide rushes to enemy squads.
''You can kill ten of my men for every one I kill of yours, but even at those odds, you will lose and I will win.''
- Ho Chi Minh
flyboy_fx
Posts: 118
Joined: 2009-09-02 16:12

Re: Flamethrowers!

Post by flyboy_fx »

salaminl wrote:^ This and suicide rushes to enemy squads.
Make it like a HAT Kit... DON"T USE IT! THEY DON"T HAVE ONE!
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Flamethrowers!

Post by ma21212 »

well...still flamethrowers..? really?...
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Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Flamethrowers!

Post by Amir »

Bad idea, unless it's a kinda spawnable thing, attached to a vehicle or something that you have to build
Beowulf2525
Posts: 87
Joined: 2007-08-28 01:47

Re: Flamethrowers!

Post by Beowulf2525 »

I'm going to agree with flyboy and Amir: Either really limit it and/or give it to specific, special vehicles.

@Adetter: Gasoline or other flammable substances will explode under the correct conditions. Liquid gasoline, for the most part, is not explosive. The fumes are what cause the boom. If the flame thrower or car have a half empty (or half full :P ) fuel tank, then there is a reasonable chance that a spark could cause it to explode because of all the fumes still inside, otherwise the gasoline will just burn.
Squad Leader: "Guys, just shut up and start shooting!"
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Flamethrowers!

Post by Bringerof_D »

2 kits spawn with a 5 minute delay into the game at the blufor main. Once both kits are lost only 1 kit returns every 20 minutes after it's lost like the tanks on certain maps now. No extra ammunition, must be rearmed at a crate like HAT, make it take a full minute or 2. Make it overheat after 1-2 full seconds of firing forcing the user to use in bursts, flames if possible will stick to surfaces and burn for 8-15 seconds.

Alternatively it would be cool if instead of the overheat and stop firing function if we could make it last 5 seconds and if overheated you instantly explode/burst into flames and die XD. probably not possible or bothered with but would be funny XD

Noob: "awesome i'm burning all of them!"
SL: "Hey wait done over heat that thi-"
BOOOOOOOOOOOOM
SL: "well thats just beautiful..."
Enemy: "lol noobz fried himself!"
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Flamethrowers!

Post by Heskey »

I love the sponsored link to VietnamCupid.com below haha - Do you like fire, sweetie? TENDOLLAR.
Beowulf2525
Posts: 87
Joined: 2007-08-28 01:47

Re: Flamethrowers!

Post by Beowulf2525 »

Bringerof_D wrote:...Make it overheat after 1-2 full seconds of firing
I agree with everything except this. Flamethrowers don't overheat anywhere near that short of time. A 1 - 2 second burst wouldn't accomplish anything. If it's going to overheat, make it after 6 or seven seconds. But nothing short of that.
Squad Leader: "Guys, just shut up and start shooting!"
Exonar
Posts: 83
Joined: 2009-12-23 00:53

Re: Flamethrowers!

Post by Exonar »

With this being Project REALITY, I would like to see:


Swearing
Heavy use of drugs, especially opiates
Jimi Hendrix
Card Games
Battlefield reporters
Punji pits
Whore huts



I'm joking though, seriously.
BadGuy
Posts: 71
Joined: 2009-08-22 06:22

Re: Flamethrowers!

Post by BadGuy »

Well they can be used to clear house to house like the ultimate cqb urban weapon and window to house or general cover flanking weapon. Now if it had a burning effect then that would be a feared weapon. Imagine a map with high grass and bushes and then huts? You can't waste grenades on all of them.
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