Flamethrowers!

General discussion of the Project Reality Vietnam modification.
Adetter
Posts: 604
Joined: 2009-02-26 17:08

Re: Flamethrowers!

Post by Adetter »

@Beowolf

Sure?,Because they tried it on Mythbusters,and it was not possible unless you used tracers or explosive ammo. But if u shoot on a lighters it explose? Thats weird. Maybe a different between Gasoline and Diesel?

Note: I said cars! Not flamethrowers.
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Flamethrowers!

Post by iwillkillyouhun »

Flamethrowers?? nice :D ZOMG
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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PLAYING SINCE Project Reality v0.5 :P
Beowulf2525
Posts: 87
Joined: 2007-08-28 01:47

Re: Flamethrowers!

Post by Beowulf2525 »

Adetter wrote:@Beowolf

Sure?,Because they tried it on Mythbusters,and it was not possible unless you used tracers or explosive ammo. But if u shoot on a lighters it explose? Thats weird. Maybe a different between Gasoline and Diesel?

Note: I said cars! Not flamethrowers.
Alright, after having read up a bit, you're right, it does require a tracer/incendiary round to ignite the fuel. Regular ammunition can cause an explosion, but the chances are extremely, extremely low and would, again, depend on the fuel status of the flamethrower.
Squad Leader: "Guys, just shut up and start shooting!"
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Flamethrowers!

Post by dtacs »

Will be playing this song on mumble when using it.



Would be interesting should it be added, hopefully its not overpowered though. Imagine using it on OGT, it would dominate.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Flamethrowers!

Post by rushn »

well flamethrowers wouldn't be overpowered if done right

enemy can see where the fire is coming from far away and flamethrowers do not have long range and the fuel runs out fast! so i don't think they will be overpowered more so underpowered
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Flamethrowers!

Post by rampo »

dtacs wrote:Will be playing this song on mumble when using it.



Would be interesting should it be added, hopefully its not overpowered though. Imagine using it on OGT, it would dominate.
^^brilliant

really hope servers will be a tad more loose on the mumble music rules when playing vietnam :D
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Adetter
Posts: 604
Joined: 2009-02-26 17:08

Re: Flamethrowers!

Post by Adetter »

what about have that song only instrumental when loading maps? Like a cover, that wouldnt be copyright? Or........
erockes17
Posts: 14
Joined: 2010-04-01 03:01

Re: Flamethrowers!

Post by erockes17 »

they will be very under powered but i dont think they run out fast they have about 2 gallons of gas on there back
erockes17
Posts: 14
Joined: 2010-04-01 03:01

Re: Flamethrowers!

Post by erockes17 »

but they should blow up if some one shoots them in the back.
Beowulf2525
Posts: 87
Joined: 2007-08-28 01:47

Re: Flamethrowers!

Post by Beowulf2525 »

erockes17 wrote:but they should blow up if some one shoots them in the back.
No intention of being mean or a jerk, but...:
Beowulf2525 wrote:Alright, after having read up a bit, you're right, it does require a tracer/incendiary round to ignite the fuel. Regular ammunition can cause an explosion, but the chances are extremely, extremely low and would, again, depend on the fuel status of the flamethrower.
Squad Leader: "Guys, just shut up and start shooting!"
Adetter
Posts: 604
Joined: 2009-02-26 17:08

Re: Flamethrowers!

Post by Adetter »

Hey,hey, now you get Beowulf to look like the smart one xD
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Flamethrowers!

Post by rushn »

so which one is it OP or UP
JohnnyTheIED
Posts: 452
Joined: 2009-01-01 20:13

Re: Flamethrowers!

Post by JohnnyTheIED »

salaminl wrote:They used napalm more then flametrowers in the vietnam war.

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Yea I've actually never saw a Flamethrower soldier in Vietnam. A few tanks (and boats obviously) had that capability but for the infantry they called in Napalm.
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Stg.Hellfire
Posts: 20
Joined: 2010-10-06 13:15

Flamethrowers

Post by Stg.Hellfire »

we need one class with a flamethrowers because earlier they had certainly some
i heard that they can fire only for 20 or 30 seconds
but remember :it's a realistic mod :)
gr770
Posts: 74
Joined: 2010-07-17 17:08

Re: Flamethrowers!

Post by gr770 »

Flamethrower has been tried before. It didn't really fail it shot a long "flaming" tracer round that instant killed with large bullet drop like 50 meters if aimed 45 degree. The flame moves so slow that you can run into it. It also had a very large blast radius that caused many TKs (including me) to happen. Having a flamethrower would be awesome but would cause a lot of trouble.
The glass is neither half empty nor half full, it's just twice the size it needed to be.
Stg.Hellfire
Posts: 20
Joined: 2010-10-06 13:15

Re: Flamethrowers!

Post by Stg.Hellfire »

so where is the problem?=D
gr770
Posts: 74
Joined: 2010-07-17 17:08

Re: Flamethrowers!

Post by gr770 »

It would be very ineffective (TKS, short range)
The glass is neither half empty nor half full, it's just twice the size it needed to be.
Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Flamethrowers!

Post by Spartan0189 »

As we learned from Molotovs from the regular PR, Fire in BF2 is very un-effective in my terms.
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gr770
Posts: 74
Joined: 2010-07-17 17:08

Re: Flamethrowers!

Post by gr770 »

It doesn't really "burn" anything on the bf2 engine. It could be in there for lolz that's it.
The glass is neither half empty nor half full, it's just twice the size it needed to be.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Flamethrowers!

Post by AfterDune »

FH2 has a nice implementation of flamethrowers I think. And the fire stays on the ground for a while, so actually "burns" stuff. If you're not familiar with it, perhaps think of it as shooting small molotovs, of which the fire "sticks" to an object.
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