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Is there a mundane, read: non TW flamethrower in Rifts that doesn't suck?
IE, that manages at least 5d6 or 6d6 with a single action rather than 3d6?
Thanks.
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-M
Moderators: Immortals, Supreme Beings, Old Ones
Matarael wrote:Hi.
Is there a mundane, read: non TW flamethrower in Rifts that doesn't suck?
IE, that manages at least 5d6 or 6d6 with a single action rather than 3d6?
Thanks.
-M
enhancer wrote:I agree with Taalismn, if you want higher damage output and rate of fire, go with regular plasma weapons. M.D flamethrowers act just like regular flamethrowers. If I doused you with a short spurt of flame, it wouldn't kill you. It's the continuous burning that would. There is a reason the military rarely employs them anymore. They are very short range, and work best as a clearing tool for rooms and area denial, along with the terror aspect. In Rifts they gain a new role against things vulnerable to fire. They are often as dangerous to the user as the victim. If you want to kill everything now, use a plasma rifle, or everything in an area now, a spray of grenades. Right tool for the job and all that.
enhancer wrote:I agree with Taalismn, if you want higher damage output and rate of fire, go with regular plasma weapons. M.D flamethrowers act just like regular flamethrowers. If I doused you with a short spurt of flame, it wouldn't kill you. It's the continuous burning that would. There is a reason the military rarely employs them anymore. They are very short range, and work best as a clearing tool for rooms and area denial, along with the terror aspect. In Rifts they gain a new role against things vulnerable to fire. They are often as dangerous to the user as the victim. If you want to kill everything now, use a plasma rifle, or everything in an area now, a spray of grenades. Right tool for the job and all that.
kronos wrote:Oooh.. I just had a thought.. What about Dragon's Breath shotgun rounds? They shoot flames up to about 100 feet. And if you can get an automatic shotgun that cycles rounds without using the recoil from the previous round, and it has a drum or large magazine, you've got more 'bursts' of fire than some flamethrowers have. And it's a LOT lighter to carry around several mags or a couple of drums of shotgun rounds than a couple of tanks of fuel that can set you on fire if they're ruptured.
Does Rifts have anything like Dragon's Breath? I don't remember seeing it in R:UE or other books I have, but I'm lacking most of the newest books.
Killer Cyborg wrote:kronos wrote:Oooh.. I just had a thought.. What about Dragon's Breath shotgun rounds? They shoot flames up to about 100 feet. And if you can get an automatic shotgun that cycles rounds without using the recoil from the previous round, and it has a drum or large magazine, you've got more 'bursts' of fire than some flamethrowers have. And it's a LOT lighter to carry around several mags or a couple of drums of shotgun rounds than a couple of tanks of fuel that can set you on fire if they're ruptured.
Does Rifts have anything like Dragon's Breath? I don't remember seeing it in R:UE or other books I have, but I'm lacking most of the newest books.
Actually, they have plasma rounds for shotguns.
RGMG, p. 112
3d6 MD, 170 credits each.
Actual dragon's breath rounds probably wouldn't do much damage, maybe 1d6 SDC.
kronos wrote:Killer Cyborg wrote:kronos wrote:Oooh.. I just had a thought.. What about Dragon's Breath shotgun rounds? They shoot flames up to about 100 feet. And if you can get an automatic shotgun that cycles rounds without using the recoil from the previous round, and it has a drum or large magazine, you've got more 'bursts' of fire than some flamethrowers have. And it's a LOT lighter to carry around several mags or a couple of drums of shotgun rounds than a couple of tanks of fuel that can set you on fire if they're ruptured.
Does Rifts have anything like Dragon's Breath? I don't remember seeing it in R:UE or other books I have, but I'm lacking most of the newest books.
Actually, they have plasma rounds for shotguns.
RGMG, p. 112
3d6 MD, 170 credits each.
Actual dragon's breath rounds probably wouldn't do much damage, maybe 1d6 SDC.
That's an explosive round that uses plasma. Not anything similar to Dragon's Breath.
Although a normal SDC shotgun wouldn't survive a plasma version of Dragon's breath.
But thanks for pointing out the plasma explosive round though.
kronos wrote:Oooh.. I just had a thought.. What about Dragon's Breath shotgun rounds? They shoot flames up to about 100 feet. And if you can get an automatic shotgun that cycles rounds without using the recoil from the previous round, and it has a drum or large magazine, you've got more 'bursts' of fire than some flamethrowers have. And it's a LOT lighter to carry around several mags or a couple of drums of shotgun rounds than a couple of tanks of fuel that can set you on fire if they're ruptured.
Does Rifts have anything like Dragon's Breath? I don't remember seeing it in R:UE or other books I have, but I'm lacking most of the newest books.
Johnnycat93 wrote:Killer Cyborg wrote:If you want to use flame throwers in order to inflict heavy damage, then here's what you do:
Get a WI-NFT-1 Napalm-P Flame Thrower.
When in combat, use the concentrated plasma burst that takes two attacks and inflicts 1d4x10+10 MD.
At some point between the first attack and the second attack (the one where damage is rolled), have a Burster use his Super-Fuel Flame ability to increase the size and damage of the fire by 10x, turning the blast into a gout of fire that inflicts 1d4x100+100 MD.
And hope that your GM rules that the size increase is all forward, so that it doesn't engulf the person using the flame thrower, and/or his companions.
(But hey... at least that burster should still be standing!)
Personally, I've never allowed a Burster to use his Super-Fuel flame on plasma for two reasons. 1) Plasma is NOT fire. 2) The ability in it's description (which is probably too short for it's own good), does not specifically mention Plasma.
Zamion138 wrote:The thing with a flamethrower in rifts if the enemy has eba the fact there is no oxeygen is kinda irrelevent, but irl if you were in a bunker and some fire that in there you had to breath, you were in pain and you inhaled...you were inhailing fumes liquad fuel and fire.
Being burned alive is most peoples top 10 worst ways to go, I dont think some one with a good aliment would use these weapons on anything but an ice demon or other such foul beast. Also if covered in flaming plasma for a round id rule it seeps into non enviromental armor and would kill the victim inside.
taalismn wrote:Zamion138 wrote:The thing with a flamethrower in rifts if the enemy has eba the fact there is no oxeygen is kinda irrelevent, but irl if you were in a bunker and some fire that in there you had to breath, you were in pain and you inhaled...you were inhailing fumes liquad fuel and fire.
Being burned alive is most peoples top 10 worst ways to go, I dont think some one with a good aliment would use these weapons on anything but an ice demon or other such foul beast. Also if covered in flaming plasma for a round id rule it seeps into non enviromental armor and would kill the victim inside.
Plus the fire consumes oxygen; even if a bunkered enemy doesn't inhale fumes or flame, unless their bunker ventilation's got its own separate air supply, suffocation is a real possibility. Not nice at all.
Against property, though, it's an excellent weapon. Great anti-haunted house weapon too(provided the haunting's in a material like wood), or for making sure that evil cultist temple and its accursed tomes and papers goes DOWN.
But flamethrowers tend to be cumbersome, and it's a good idea to armor the tanks(which adds weight). While not every shot that penetrates the tank is going to instantly set it off, flamethrower fuel is volatile enough that you don't want to be anywhere near an uncontrolled burn.
Zamion138 wrote:The thing with a flamethrower in rifts if the enemy has eba the fact there is no oxeygen is kinda irrelevent
enhancer wrote:kronos wrote:
I wouldn't call flamethrowers SHORT range.. yes shorter range than many weapons of comparable weight.. but the M2 from WW2 the Americans used had an effective range of 65 feet and a maximum range of 132 feet. Sure, that does start getting you fairly close to a target, but still outside of range of claws and fangs for a little bit still. Plus you can spray a wide area by fanning the stream. Vehicle mounted flamethrowers, like the ones mounted on the M132 (flamethrower version of the M113/A1 APC) had a maximum range of 660 feet.
I would say they are short range compared to both conventional arms and Rifts tech. About the only shorter range weapons used are hand grenades and bayonets.
Sureshot wrote:Listen you young whippersnappers in my day we had to walk for 15 no 30 miles to the nearest game barefoot both ways. We had real books not PDFS and we carried them on carts we pulled ourselves that we built by hand. We had Thaco and we were happy. If we needed dice we carved ours out of wood. Petrified wood just because we could.
Greyaxe wrote:The flamethrowers on the War Chariot in Warlords of Russia has an 800 foot range and does 2d6 md per melee attack with a burst option. So for 3 attacks you could do the 6d6 md you were looking for.
Zamion138 wrote:Greyaxe wrote:The flamethrowers on the War Chariot in Warlords of Russia has an 800 foot range and does 2d6 md per melee attack with a burst option. So for 3 attacks you could do the 6d6 md you were looking for.
So your pc's just have to go to Russia steal a war chariot, find out what powers the flamers, get that back to where ever you are going to use it.
Should be simple hehehehe
Sureshot wrote:Listen you young whippersnappers in my day we had to walk for 15 no 30 miles to the nearest game barefoot both ways. We had real books not PDFS and we carried them on carts we pulled ourselves that we built by hand. We had Thaco and we were happy. If we needed dice we carved ours out of wood. Petrified wood just because we could.
enhancer wrote:Icefalcon wrote:Zamion138 wrote:The thing with a flamethrower in rifts if the enemy has eba the fact there is no oxeygen is kinda irrelevent
Not really. The insulation on all body armors is listed as good for 300 degrees centigrade (572 degrees F). Napalm, which is what the Jucier Uprising flamethrower is based off of, burns at between 800 and 1200 degrees F (and that is only the normal stuff). It would not take too long for temperatures like that to overwhelm the suits environmental systems (possibly even igniting the oxygen supply) and start affecting the person inside. Heck, it would be even worse considering the heat would be under pressure.
Perhaps, but unless you are using the optional armor failure tables, EBA doesn't give way till it's gone. With fortune on your side, (new)Dead Boy armor can withstand Long Range missile strikes of Plasma, Proton and High Explosives without systems failure. While that would be unusual, a mini-missile with a Plasma warhead can affect a 15ft radius, and cannot destroy a Dead Boy on anything less than a critical strike. Plasma weapons would hit temperatures in excess of 17,000 degrees F. The argument could be made for continuous heat damaging systems, but if Plasma alone can't do it(or old version Long Range Nuclear Warheads) I don't imagine Napalm based weapons would do enough damage to systems before the actual armor melted. Not that the melting wouldn't be detrimental in of itself, hard to see out of a melting faceplate and any sensors systems would be overloaded, effectively blinding them(if covered).
enhancer wrote:Icefalcon wrote:Zamion138 wrote:The thing with a flamethrower in rifts if the enemy has eba the fact there is no oxeygen is kinda irrelevent
Not really. The insulation on all body armors is listed as good for 300 degrees centigrade (572 degrees F). Napalm, which is what the Jucier Uprising flamethrower is based off of, burns at between 800 and 1200 degrees F (and that is only the normal stuff). It would not take too long for temperatures like that to overwhelm the suits environmental systems (possibly even igniting the oxygen supply) and start affecting the person inside. Heck, it would be even worse considering the heat would be under pressure.
Perhaps, but unless you are using the optional armor failure tables, EBA doesn't give way till it's gone. With fortune on your side, (new)Dead Boy armor can withstand Long Range missile strikes of Plasma, Proton and High Explosives without systems failure. While that would be unusual, a mini-missile with a Plasma warhead can affect a 15ft radius, and cannot destroy a Dead Boy on anything less than a critical strike. Plasma weapons would hit temperatures in excess of 17,000 degrees F. The argument could be made for continuous heat damaging systems, but if Plasma alone can't do it(or old version Long Range Nuclear Warheads) I don't imagine Napalm based weapons would do enough damage to systems before the actual armor melted. Not that the melting wouldn't be detrimental in of itself, hard to see out of a melting faceplate and any sensors systems would be overloaded, effectively blinding them(if covered).
enhancer wrote:As I have said already, I personally agree there should be some sort of pass through damage, but I believe there should be pass through for kinetic(suit padding doesn't save from physics), radiation and electricity as well(makes SDC/HP more relevant). Since there is nothing in the rules for it, you will have to decide whether to up the suits heat resistance to something more appropriate(3,000 C?) or to make your own pass through for every extreme heat source.
Johnnycat93 wrote:enhancer wrote:Johnnycat93 wrote:Even if the fire does not damage the armor, it can overwhelm the suits environmental controls causing them to fail and thereby cook the person inside. Similarly, water or vacuum doesn't damage your armor but you can still suffocate if your oxygen supplies run out. Consider this analogy: If you have a pot of water on the stove and you heat it, the water boils no? Even though the heat is nowhere near enough to even burn the metal, the water inside still suffers the heat exchange. Similarly, if the pot was made of MD material it is safe to assume that the water inside will still boil when heated (as long as the heat is higher than any possible insulation).
It doesn't for NEMA Fire and Rescue Armor. You are working under the assumption that total systems failure will happen before the armor is breached, in other words under 4 minutes, and assuming the victim is standing there not trying to put themselves out. If continuous attacks by lasers, plasma rifles and plasma explosives(grenades and missiles) aren't going to do the job, then why would a fire? Your water or vacuum example would take 5 hours. The damage from the Mega-Damage flames will melt through the armor before environmental controls have a chance to fail. Again, why are you picking environmental controls before joint seals and faceplates? If your finger gets burned through then the environmental system fails anyway.
I think the issue is that you and I are assuming two different types of system failure. I mean that the environmental systems can no longer protect against the high temperatures and the inside of the armor begins to heat up causing the person inside to feel the heat (thereby failing at creating a comfortable, controlled environment inside). I am assuming you mean that the temperature actually causes damage to the environmental control system and causes them to become destroyed and thereby fail. Don't be mistaken, I make no claim that the heat causes any damage to the environmental systems, simply that the insulation is insufficient to compensate for that high of temperatures.
Plasma and lasers also subject to this. However, the heat will simply disperse before the pilot can even feel an effect. Despite the energy transfer being massive the effects of thermal expansion will quickly diffuse any sort of potential damage for the wearer. The case we are talking about here is prolonged exposer to heat above the tolerance of the environmental systems.
To surmize: By "fail" I mean that the heat being applied to the armor is above the heat tolerance of the environmental controls and will result in the pilot inside being subject to the effects of increased temperature. However, this does not mean that any real damage has been done to the armor or the environmental systems (or joint seals, or face plates) and they will immediately restore ideal conditions once the source of heat is removed. My claim is simply this: as the temperature increases beyond the armors insulation, the wearer inside will also begin to feel the change in heat.
Shark_Force wrote:it's not weakened. that's pretty much what it says to do.
think of it like a sleeping bag rated to, say, 0 degrees Celsius. you will be warm in that sleeping bag (or at least, reasonably warm) provided the temperature doesn't go below that. if you were to somehow have a really odd weather-related event that dropped the temperature to -40 (same in C or F, btw) for one second, you might feel cold for that moment, but no significant effects will occur. you won't get frostbite, you won't get hypothermia. it's just cold, but there isn't enough time for heat to transfer. but if it was -20 celcius for 5 minutes, you'd actually have a lot more heat transferred. you'd feel a lot colder. it probably wouldn't be enough in that short time to do a lot of damage, but you'd definitely be a lot colder, because even though the sleeping bag is perfectly fine, it's ability to keep you warm has been exceeded.
now, in this case, we're looking at hundreds of degrees in the positive side of temperature scales, and brief fractions of a second for plasma, and a lower (but still significantly above the safe threshold) temperature sustained for a few minutes. the plasma may be very hot, but it can only transfer so much heat in the brief moment it's in contact, and then the armour just radiates the heat away over the next little while (or deals with it via heat sink, or however the environmental systems are supposed to work) in contrast, if you're in a cooler fire for a much longer time, you're constantly going beyond the armour's ability to compensate, and it's going to progressively get worse. the armour itself should be fine. but the temperature inside it is going to get more and more unpleasant. eventually, the person inside will start to suffer the effects of heat.
when it's exceeded by what is frankly an extremely large margin, that likely shouldn't even take terribly long. now, if you were to pass through a fire, you'd be fine... a brief moment where it's hot and uncomfortable, then the systems deal with it and you'd be fine, maybe the equivalent of a sun burn at worst. but when you're just sitting there in it... you're gonna cook.
Johnnycat93 wrote:NEMA Fire and Rescue armor does not say that the occupant is not effected by the heat of the fire. The closest is:
"The suit also takes into consideration the extreme heat conditions it and its user must endure."
IN FACT
The armor lists that heat does 10% less damage than usual.
Now, considering that the armor is immune to the damage of fire and MD fire's do not have a listed heat factor and there are no "heat based attacks" (to my knowledge), why would heat be included as a damaging factor if the wearer was not indeed at risk from being harmed by heat?
enhancer wrote:Except again, the Wellington flamethrowers are not doing it in fractions of a second, they will do it in bursts of 7 seconds, which apparently it can keep repeating without negative effect to to the victim inside EBA. And NEMA Fire and Rescue Armor is designed to walk through fire all day without effect, and it's 400 degree limit is less than fire. The listing for EBA says that normal fire has no effect, despite those temperatures being higher than it's 200 degree limit. There is nothing in the books to suggest that it has such effects. A Burster can coat you in regular or M.D flame and it will not have any effect until the armor melts off.
enhancer wrote:Shark_Force wrote:ummm... you did notice that there's a "napalm" plasma flamethrower that we're discussing, which coats you in a sticky substance and keeps you cooking for 1d4 minutes, right?
that isn't exactly 7 seconds of being in a fire.
you can walk through a fire if you want. just like a brief period of cold in the air won't generally cause hypothermia. but if you sit in it for a while, such as for example being subjected to several times it's rated temperature for a minute or four, the armour may be absolutely unharmed, but it *will* heat up inside it and eventually, you will suffer the effects of that heat. if that temperature is exceeded by such an extreme amount, i would expect that over time it will reach temperatures inside the armour that will make for a very bad day for any human occupant. it's an environmental system, not a "safely go swimming in lava" system.
Getting blasted by plasma is worse than swimming in lava. It's ten times hotter than lava. Getting blasted for 7 seconds by plasma is worse than the same time spent on the surface of the sun(half as hot). Plasma cutters operate at temperatures of 25,000 degrees centigrade. So the rationale that EBA systems will not fail with repeated blasts of plasma, but will by being next to much weaker flames is silly. It's also still ignoring all the other examples of M.D flame(magic, psionic, alien) that don't have pass through damage and don't impart environmental system fatigue. Again, I'm not saying there should not be pass through damage rules, I've stated several times I'm for them. That still doesn't change there is nothing in the rules for environmental system fatigue of any kind, even radiation from Nuclear Long Range missiles, and trying to change based on the fact that napalm somehow deserves it more than any other M.D heat weapons/magic/psionics/abilities isn't going to help.
enhancer wrote:Shark_Force wrote:ummm... you did notice that there's a "napalm" plasma flamethrower that we're discussing, which coats you in a sticky substance and keeps you cooking for 1d4 minutes, right?
that isn't exactly 7 seconds of being in a fire.
you can walk through a fire if you want. just like a brief period of cold in the air won't generally cause hypothermia. but if you sit in it for a while, such as for example being subjected to several times it's rated temperature for a minute or four, the armour may be absolutely unharmed, but it *will* heat up inside it and eventually, you will suffer the effects of that heat. if that temperature is exceeded by such an extreme amount, i would expect that over time it will reach temperatures inside the armour that will make for a very bad day for any human occupant. it's an environmental system, not a "safely go swimming in lava" system.
Getting blasted by plasma is worse than swimming in lava. It's ten times hotter than lava. Getting blasted for 7 seconds by plasma is worse than the same time spent on the surface of the sun(half as hot). Plasma cutters operate at temperatures of 25,000 degrees centigrade. So the rationale that EBA systems will not fail with repeated blasts of plasma, but will by being next to much weaker flames is silly. It's also still ignoring all the other examples of M.D flame(magic, psionic, alien) that don't have pass through damage and don't impart environmental system fatigue. Again, I'm not saying there should not be pass through damage rules, I've stated several times I'm for them. That still doesn't change there is nothing in the rules for environmental system fatigue of any kind, even radiation from Nuclear Long Range missiles, and trying to change based on the fact that napalm somehow deserves it more than any other M.D heat weapons/magic/psionics/abilities isn't going to help.
enhancer wrote:Killer Cyborg wrote:
It's not an exception for the napalm specifically, it's for anything with a sustained duration, because we're talking about environmental protection systems, and a blast to your chest plate doesn't last long enough to be an environmental concern. A plasma blast or fire bolt is incredibly intense, but it's also brief. In order to be an environmental factor, the heat would need to be sustained.
It's for this reason that we use ovens with relatively low heat (350 degrees F) to cook a turkey over a sustained time period, rather than using brief passes with a propane torch (3623 °F).
So pretty much any attack that can increase the temperatures around the person in EBA for a significant period of time would do the job. This could be the plasma napalm in question, or a Fire Globe, or a Burster's fire eruption, or being hugged by a fire elemental, or any number of other causes, including even SDC effects like being caught in a burning building, or being continuously doused with a conventional flamethrower, or being put inside a giant oven for a long period of time.
Of course, exactly how long it would take would be up to the GM, as it's unspecified.
Your "reason for ovens" points out the issue with that. Brief passes with a propane torch could destroy that which would take hours to do on low heat. We cook slow so we don't destroy what's inside.
Advocating long term detrimental only is to ignore the rest of the M.D heat weapons. Again, I'm not saying that pass through damage should not occur, I'm for it, but if it does it has to apply to all heat based weapons, and not just the Napalm-P proposed in this thread.
enhancer wrote:I know Palladium doesn't cover everything. However when a GM makes their own ruling based on nothing in the books that's called House Ruling. I've been saying all along that it's fine if you want to House Rule it so that there are additional tables for environmental systems fatigue, but saying that a lack of specifics to prevent you from doing something is the same as an okay to do it is silly. I'm sure I don't have to go into a list of reductio ad absurdum examples to show what I can do because there is nothing in the book to say I can't.
A main issue I can see for game purposes is being destroyed without armor fail. As previously stated, I'm for pass through damage, but across the board. Having it so armor systems fatigue only due to slowly imparted(relatively, 4 minutes and under for napalm) heat means that you are okay with characters dying from heat that never harms the armor. You could kill a whole squad of a Coalition troops by anchoring them in place with Carpet of Adhesion and starting a fire, any fire, without the armor taking a scratch(Immune as per RMB/RUE). The same is true for the napalm, where the person inside could be killed before his armor gives out. While across the board damage from overheating would mean anyone bears this burden, your version sees it apply not to every type of Mega Damage heat, but only long burning weak flames.
enhancer wrote:No; we cook so that we don't destroy what's on outside.
The inside can stay nice and frozen even if the outside is fried to a crisp.
You mean like an person staying "nice and frozen" despite the heat outside the armor? Hmmm.
And in the context of the overall discussion, the outside would be the armor itself, which is why it takes damage.
Except that it doesn't take damage from normal flame.
It's not that heat passes through.
It's that the environmental protections are limited, and can be overwhelmed.
Wait, the environmental systems fail and nothing gets through? What are you arguing for getting through then besides the heat of the fire?
And, again, it's not just Napalm P that people are talking about, but all heat-based attacks that have a long enough duration.
Napalm P is just one example.
Actually no, the discussion was started by Icefalcon over the Napalm-P of the "Juicer Uprising flamethrower" and it's ability to overwhelm environmental systems, and then again by Flatline. I was the one who suggested that damage from other heat sources should be taken into consideration.
enhancer wrote:Having it so armor systems fatigue only due to slowly imparted(relatively, 4 minutes and under for napalm) heat means that you are okay with characters dying from heat that never harms the armor. You could kill a whole squad of a Coalition troops by anchoring them in place with Carpet of Adhesion and starting a fire, any fire, without the armor taking a scratch(Immune as per RMB/RUE).
enhancer wrote:In this case the Wellington plasma flamethrower is going over the "5-6 second period", 7 seconds on a long burst, which could be repeated up to 50 times in a row with a full tank. Also, if the temperature involved is enough to to destroy the armor itself, I think heat transfer is likely. The ceramics on the Space Shuttle(1970s tech) can withstand temperatures of 1650 degrees centigrade for a full 12 minutes without harming the occupants. However, push beyond their shielding capabilities, or create a breach situation(like Columbia) and the whole system blows to pieces. Even if one did not want to assume that Rifts M.D.C ceramics were superior to 1970s ceramics, the fact that the armor can even survive tremendous blasts of heat way beyond it's shielding capabilities would lead me to believe it should be able to withstand substantially lower temperatures for a much longer amount of time. If the heat is enough to vaporize the armors ability to protect itself, it's ability to protect it's occupant should come into question, with all levels of Mega Damage heat.
enhancer wrote:Oh you mean like when Icefalcon said "Now we are talking about flame throwers, not plasma weapons, missiles or even grenades"? Or when Johnnycat said "Plasma and lasers also subject to this. However, the heat will simply disperse before the pilot can even feel an effect. Despite the energy transfer being massive the effects of thermal expansion will quickly diffuse any sort of potential damage for the wearer"? Or when Shark Force said " the plasma may be very hot, but it can only transfer so much heat in the brief moment it's in contact, and then the armour just radiates the heat away over the next little while (or deals with it via heat sink, or however the environmental systems are supposed to work) in contrast, if you're in a cooler fire for a much longer time, you're constantly going beyond the armour's ability to compensate"? Then yes you have. Thanks for thinking my opinion is so spot it's obvious.
enhancer wrote:Killer Cyborg wrote:No; we cook so that we don't destroy what's on outside.
The inside can stay nice and frozen even if the outside is fried to a crisp.
You mean like an person staying "nice and frozen" despite the heat outside the armor? Hmmm.
Pretty much.
Okay, then your opinion is that no one takes damage inside their armor despite the flame. Gotcha.
I was the one who suggested that damage from other heat sources should be taken into consideration.
Then you are the one who suggested the obvious, then argued the point against nobody in particular that I can tell.
Unless I've been missing any posts where people have claimed that it's ONLY Napalm P, and NOT other sustained fire/heat attacks, that can overwhelm EBA.
Oh you mean like when Icefalcon said "Now we are talking about flame throwers, not plasma weapons, missiles or even grenades"?
Or when Johnnycat said "Plasma and lasers also subject to this. However, the heat will simply disperse before the pilot can even feel an effect. Despite the energy transfer being massive the effects of thermal expansion will quickly diffuse any sort of potential damage for the wearer"?
Or when Shark Force said "the plasma may be very hot, but it can only transfer so much heat in the brief moment it's in contact, and then the armour just radiates the heat away over the next little while (or deals with it via heat sink, or however the environmental systems are supposed to work) in contrast, if you're in a cooler fire for a much longer time, you're constantly going beyond the armour's ability to compensate"?
Then yes you have. Thanks for thinking my opinion is so spot it's obvious.
flatline wrote:Plasma gets hotter, but it's gone in a flash. Napalm sticks to you and burns for a while, transferring far more heat in the process. EBA will be far more effective against plasma than napalm since the amount of energy transferred is less.
--flatline
flatline wrote:Game mechanics are a first order approximation of game world physics (and metaphysics, as the case may be). You are doing yourself a disservice by trying to model all scenarios using the damage mechanics.
If your EBA suit can safely handle 300 degrees and I put you in a pizza oven at 500 degrees, you would eventually cook even though 500 degrees is insufficient to do any meaningful reduce the MDC of your armor.
If you disagree with that conclusion, I'd like to hear your reasoning.
Johnnycat93 wrote:Even if the fire does not damage the armor, it can overwhelm the suits environmental controls causing them to fail and thereby cook the person inside. Similarly, water or vacuum doesn't damage your armor but you can still suffocate if your oxygen supplies run out. Consider this analogy: If you have a pot of water on the stove and you heat it, the water boils no? Even though the heat is nowhere near enough to even burn the metal, the water inside still suffers the heat exchange. Similarly, if the pot was made of MD material it is safe to assume that the water inside will still boil when heated (as long as the heat is higher than any possible insulation).
AlexanderD wrote: I do believe that exposure to heat beyound what the suit is suposed to handle over time does warent some house rules based on the existing rules for temp cntrol failure. placed in a forest fire for instance where temps can soar into the high 1200s for those caught inside can take some time to escape, and in said situation id bet the system in any bodyarmor would fail after 20 or so minutes of dealing with those furnace level temps. the trick is, what rules to use and how to decide when and how the system fails.
enhancer wrote:So then how does the interior take damage when the exterior doesn't?