He appears to be somewhat misinformed. An NS "heavy machine gun" weapon was announced, but that should mean a Basilisk-type weapon. In other words, it will damage armor, infantry, and aircraft while not being great at any of those things. It's unlikely to be a substitute for TR/VS AI guns.
Flamethrowers? What would be the splash damage on those? I can already hear the grief racking up...weapons lock, here we come!
Interesting. Not sure I agree with that mechanic though because it seems to me the "heat death" should really be a tiered damage profile. Not really point damage like shotguns would be. Grief sucks when it isn't intentional, but sometimes it is needed. however. With the flamethrower, it may have its place. An area "splash" grief would stop people from continually flaming doorways, thus, giving people a chance to run through. You know what I like the sound of? Flame turrets beside capture points! Set those damn cloakers on fire
Flamethrowers would be framerate eaters. Just look at what Flak shells do at a fire rate of 480 RPM when it hits a cockpit. But now imagine that there's a single MAX with dual flamethrowers ripping through infantry... Then imagine how long it will take for 2 flame MAX's to get together. Then imagine a MAX crash with several flame MAX's...I wonder if anyone would like a weapon that has a special ability that goes "can cause enough lag to force enemies to log out, possibly can take down the entire server in groups". Personally I think that Flamethrowers could still be in game but with some alterations. Instead of a constant stream they can be burst-weapons. Every time you use one you basically get a cone-shaped explosion with lots of damage up close and a high rate of damage falloff farther away. The advantage over shotguns would be that you damage in a volume, so you can deal damage to a large group of infantry in one go rather than one at a time. By making the flames very short-lived and with little particle effects you can make sure it doesn't lag-spike anyone caught in it and the user as well.
In case there are new people around who didn't see them back in 2013. Notice how disconnected the flow or flames are from the barrels during movement. :L
They belong to the long list of stuff devs coded, pushed to test server then suddenly decided to throw away without any explanation. In other words they belong to the same category of Dome Shields, Drones, Interlink Facilities, Max Grenade Launchers, and so on. Tons of development hours thrown away without any clarification, while they spent a lot of resources to introduce stuff no one ever asked for.
Flamethrowers would definitely be a contrast to anything available in-game, but it would probably cause a lot of lag/FPS drops, etc. I think devs could experiment with 2-handed heavy weapons for the MAX for variety. Being able to wield 2 different gun types (e.g.: burster and AI) isn't effective enough even if it gives the MAX adaptability, but that's probably where their moneymaker is (having to buy 2 guns). Or they could even consider giving MAXes a potential support role with dual repair guns (support role closer to their roots as miner exoskeletons), although that is questionable/potentially OP. But it could open some interesting options for players if they implement ANT units and have MAXes "mine" resources or something. (What bothers me though is the fact that their melee attack only does 750 damage despite the fact that they are heavy exosuits.)
This, they were removed because people hit by them would have their FPS drop somewhat dramatically. They were like...a net. Once you hit someone with them they couldn't see anything...and their screens woudl freeze up so they could die.
You're totally wrong dude, no 1 asked for those! All this game need is more '1-shot' charging knives, stealthy flash roadkills and MORE revolvers that oushines primary weapons! That will totally attract new players and help game overall! /sarcasm To be honest, I'm glad they stopped that crap and moved to Maxes. Hope I will see AA revamp (or smth like that) next.
This is a symptom of modern game development. Art, coding, audio, all are (usually) mostly run as a meritocracy. However, management and direction is not. It used to be, you worked your way up from being an artist, programmer or even a QA tester who exhibited a high understanding of design principles, bringing along skills and understanding as you went. Today, decisions are often made by people with little experience or education on the subject. They're in the industry because they bought their way in with Daddy's money or because of who they roomed with in college. In many respects, games have become like the movie industry, to the detriment of games.