
Playing With Fire?
#1
Posted 01 December 2006 - 11:13 PM
granted this is a VERY expensive way to do a round assault, and even more dangerous once you've fired off a pair of said rockets, as you now have to leave the ship.
I was wondering what you guys n girls think about this idea?
#2
Posted 01 December 2006 - 11:17 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#3
Posted 01 December 2006 - 11:39 PM

Shotgunner: I made that remark on the wiki about controlling the path of flames. Problem is that it hasn't been proven yet. You could probably affect the path flames spread by using high explosive ammo to destroy flammables on a tile. This way, the fire would burn longer on the tiles with organic material present. This should work. However, you would need a lot of explosives to control the flames effectively. You would be better off using the HE shells against the aliens.
I have used incendiary rounds with good results on farm, forest and jungle missions as there is enough flammable material present to let the flames spread unchecked. Get a raging firestorm going on the map with a couple well-placed Incendiary Rockets, and then let the flames spread to the unseen parts of the map where the aliens are hiding. Basically, they have nowhere to run and usually end up wounded which makes killing them even easier. Fire is most effective when your men are wearing some type of manufactured armor as that gives you 100% protection. Be warned though, tanks can still catch fire and die from flames.

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#4
Posted 02 December 2006 - 12:27 AM
i guess i learned something new today, thanks zombie
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#5
Posted 02 December 2006 - 10:41 AM
X-Com has a game engine limit on how much fire can be on the field. It's only enough for maybe two or three big fires unfortunately, so it'll be hard to set the world on fire.
#6
Posted 02 December 2006 - 10:50 AM
Hmmm....I'm going to try it. Right after I re-install the CE

#7
Posted 02 December 2006 - 01:16 PM
Edited by Snakeman, 02 December 2006 - 01:17 PM.
#8
Posted 02 December 2006 - 02:00 PM
HE packs are fine, but I was more after using explosive ammunition to control the rate of spread. In this case, the smaller the explosive effect, the better. With this way you can create some fire-immune "paths" where your men can seek protection in case the fire grows too big. It also allows you to leave more areas of the map untouched by fire - great for when aliens venture into them to keep away from the flames.
For the case of barns, yes fire is good to scorch aliens. I tried this with Sectoids recently and had a good laugh. Upper floors with wooden floors and hay bales are a little bit strange when it comes to fire though. The initial fire stays lit for quite a while which is good. It spreads to the hay bales and they catch fire too. Hay bales are considered objects and when you destroy them on upper floors there isn't a floor below it yet. This creates "skylights" into the upper floor.
Here is where it becomes interesting. Using MapEdit, we can see that wooden floors are actually more flammable than hay bales (12 or 16 vs 5). Also, the # of turns a fire will remain lit on a wooden floor is 3 turns vs 4 turns for a hay bale. Now hay bales have very low armor (4) - so fire can destroy it. Also, hay bales do not have a death tile, meaning that when they are destroyed, nothing is left (hence the "skylight" effect). Wooden floors also have low armor (6) so they will be destroyed by fire too. However, wooden floors have death tiles (charred wood floors) which have an armor of 25. This means that any subsequent fires cannot destroy the charred floor. Also, the charred floor tile is slated to burn for 1 turn vs 3 for an uninjured wood floor. (In reality, if MapEdit lists the number of turns a tile will burn as 1, the fire will burn for 3 for some reason). So there's your little bit of trivia for today.

- Zombie
Edited by Zombie, 02 December 2006 - 02:04 PM.
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#9
Posted 04 December 2006 - 08:01 AM
#10
Posted 04 December 2006 - 06:28 PM
Point is, you CAN semi-direct where you want fire to go, but the smoke byproducts can foil the pyro, which increases the amout of patience you need to use this tatic effectivly.
Heh - had a small mishap earlier today with incindary rockets too - accidently set the second floor of a barn on fire - heh now we know how the great fire of Chicago got started ROFL
#11
Posted 05 December 2006 - 01:27 AM

Edited by Bullet-Tooth Tony, 05 December 2006 - 01:27 AM.
#12
Posted 05 December 2006 - 01:49 AM
- NKF
Number of members: 1
#13
Posted 05 December 2006 - 09:52 AM