Grenade:Napalm

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The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as 'flames'). The flames spewing from the grenade take on the grenade's velocity in addition to a smaller, random vector. As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them on fire. If a flame sticks to the player, it is removed from the world. Any flames that did not strike a player will fall to the ground and settle, still burning. Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors. Running through any flames on the ground will cause damage, but not as much as a direct strike. Once the grenade expires, the smoke persists for a few more seconds.

If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something? Discussion page.

Damage

These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration. The relationships between the figures are more useful than the figures themselves.

  • 20 damage if hit by the initial grenade explosion (as it's just a small explosion).
  • 20 damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).
  • 5 damage per second if coming into contact with a flame that has come to rest on the floor.

Splash Range

  • The initial explosion's splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade's fiery payload fly into victims, not to strike with the initial blast.
  • Each airborne flame should require a fairly accurate shot to stick to enemies.
  • Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).

Push

  • Flames on the ground push the player upwards with a small impulse. This aids jumping without being annoying.

Fuse

  • Standard.

Speed of Gren Throw

  • Standard.

Time of Effect

  • Each flame lasts for 5 seconds, give or take up to half a second. Hopefully the effect is that the flames peter out over a second or or two.
  • Smoke caused by the napalm grenade clears roughly two seconds after the grenade expires.

Specal Properties

  • Can be used to perform a Napalm jump
  • All Napalm damage sets people On Fire. This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.