Denied Incendiary (returning mod / trait)

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Weiss

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Crescent Infinity
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Aug 8, 2019
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149
we should bring back old incendiary

v1 players know what im talkin about

20% chance to do ignite for x damage

it can be an activated trait or make it return as a wepmod again since bleed isnt a wepmod anymore

for balance purposes:

80% damage reduction in bullets for 20% chance to ignite per bullet
 
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:duck:

Certified: "Worst TTT Player of 2020"
Crescent Plus
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Oct 13, 2019
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20
+1 for incend as a mod
 

Pigeon

Pijon mustard
Crescent Infinity
Joined
Aug 8, 2019
Messages
266
upon activation, would it be a percentage of the magazine has a 20% incend chance like efficiency or all bullets for a certain amount of time like leech?

I'd be down as long as purify gets buffed to extinguish the user and/or smokes can be used instantly to extinguish fires. I still think that smokes aren't useful for putting out fires because they take too long to go off.
 

Weiss

1%
Crescent Infinity
Joined
Aug 8, 2019
Messages
149
id think a two mags is fine - if you went the trait route

i'm open for more ways to self-extinguish
 

Opalium

Stay awesome
Crescent Infinity
Joined
Jun 21, 2019
Messages
713
Ignite and bleed are effectively the same - damage over time in ticks. What reason is there to re-introduce ignite when Bleed exists?
 

Weiss

1%
Crescent Infinity
Joined
Aug 8, 2019
Messages
149
I still haven't forgot the v1 whines on how colossally annoying the burn effect in Source is - and I wholeheartedly agree. Fire is exactly why we don't want it.

But we still have F(l)ire so why do we have him and no incendiary mod?

Sometimes I just want to set people on fire without being T. And this is the way, even with a damage reduction.
 
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