I do understand all laws of thermodynamics, thanks. But I think you're completely clueless about how the napalm behaves. The structure of napalm made that way so it not only burns through all possible armor, BUT spread all around the place it hit AND infiltrate inside even tiny microscopical gaps between the metal, it isn't just "sticky fuel". So even if you wear some godlike super-dooper unbreakable cosmic armor from other dimension that no nuclear missle bomb would ever break, a single pew of napalm won't same you. I know this because I was really curious about the structure and behavior of napalm, since flamethrower used as an great anti-tank tool\weapon that effectively roast soldiers both in WW2 and vietnam war. Besides, the second type of napalm that was used during WW2 was almost as hot as thermite and could eventually burn even through the toughtest metals, EVEN under water. And this is 60's chemical, quite outdated in fact. I assume Mancubus would use even more advanced and progressed type of fuel that is not afraid of any armor, higher than even burning termite would have, since the game set in a lore where fight supernatural beings with futuristic technology. And even if doomguy using some other dimensional super armor that not afraid of direct hit of lasers, a single drop\spit of the napalm would still simply spread all around his hit body, eventually igniting the guy like a christmass tree. Using welding tools as arguments is ridiculous, since one is burning sticky spreading fuel designed to kill no matter what, other is mere burning gas that designed to be safe and not lethal if something goes wrong.mumblemumble wrote:Relax.
I think you are a bit hasty to judge me on this. I never said making imps effectively useless, and I'm not saying that at all.
Second, i don't think you understand thermodynamics, it depends on the armor, how much napalm, and where it hit. If you literally got 1 drop on the front of a ceramic vest for instance, you would probably be fine, but with heated ceramic possibly burning your chest. Heat doesn't just "go through" things, it matters the material, how porous it is, conductivity, ect, as well as if you are literally engulfed. Sure, white phosphorus can melt steel, but so can a welding arc, and I've welded plenty without burning to death, so i think i have a little room to speak.
Going off the doom novels, imps threw mucus, but it didn't home in. My guess would be charged spiritual energy, similar to that of a plasma cutter, but in a sort of "bubble", which pops on impact and transfers heat. Course, depending on how much of this heat hit, what material, if there was fuel residue for continuous burning, these all play as factors from a simpe 4th degree burn as a grazing hit on bare skin, to entirely ignorable with a little insulation, to lighting torn up armor shreds like kindling and burning you horribly. But that's for a single ball, and imps rarely fire just 1. A barrage of a handful would easily force kevlar to ignition point, even if just briefly, and the heat would probably work through the armor.
Besides, this could also make mancubi less pathetically easy, imagine the spit wads of gasoline heating up the area, making area denial zones, and immolating someone directly hit (coating them with gasoline).
All and all, i imagine this could make fire both more terrifying, and less cheap, which is what hd should be.
.... By the way, you really, really don't understand napalm. You act like its liquid nuke. Its simply very, very sticky fuel which burns roughly the same temperature as gasoline. You might be talking about white phosphorus (different) but even that isn't as powerful as you think. Its power comes from it being sticky and hot, and napalm burning underwater works because air bubbles in clothing. And 1 drop would be harmless in the context of combat.... A flamethrower with napalm sprays far more than a "drop" in a single puff. It also has to do with the fuel / surface area balance. Flamers work because its a fine mist of fuel with ignition, so all the fuel lights at once, where as a drop burns colder, since its only so much burning at a time. Its like how grain mills explode, but a box of cheerios DOESN'T explode.
------
I've been hurt by fires on the ground like twice, but never lit up. Honestly I'd like if fires on the ground were more hazardous to stand in but harmless to run through. This is another reason i want a rework, i shouldn't be able to squat on a fire roasting nuts unharmed, that is far from realistic.
The reason why I said that IMP have homing spheres is because they are in this mod. That doesn't make them that much scary or even as a threat though, despite being oneshot. I still feel like these balls should be at least 3-4 times faster, because they have ridiculous slow moving speed that you easily could dodge even if it's 2 meters away from you, or even almost can outrun. If we assume it's some kind of supernatural "spiritual" energy, which they form in to physical flaming ball capable of rapidly releasing the energy (explode) upon impact and ignite, especially if it's mucus at it's core, then I could assume it's only greater than napalm, since not only you got hit with flaming liquid, by got blown up as the "spiritual" energy instantly released once it hit your (or hit something near you), spreading the mucus all over your body, which would spread and infiltrate under the armor too. IMPs are trully out of this world beings, capable to perform thing that is impossible even for our understanding, such as this "spiritual" energy incornated in to flaming mucus by mere their Will and MInd, a.k.a. Magic. For this very reason they are SUPERnatural, because they are greater than the natural laws of this very dimension that would deem these things as possible, and thus they can perform things that we would naturally assume as impossible, and yet making things like Magic be possible for them; for this reason I wish the "hellish" creatures could start regenerating health over time if they didn't get hit withing 15 seconds.
TL;DR: imp ball should be much even deadlier than napalm is, as it's something much more advanced than our mind can imagine; and besides, imps as of now barely even a threat, the speed of their projectiles must be much faster, otherwise I can't see a reason why would they use some high energy costly Magic that barely does it's job, since even the big amount of these imp balls barely change anything than if it was just one. Just like humans wouldn't use riffles against each other if it took 50 hits to face to finally neutralize the enemy during wars of past.
But yeah, mancubus should be far more of threat too.
Also, lol no. WW2 Napalm can easily go up to +1200°С, gasoline is about +900° in a PERFECT conditions. Unfortunatelly not much info I found about the temperature of second type of napalm, although claimed to get much higher. Yet we didn't mention the vietnam type of incendiary nades used termite that were specifically designed in mind that a SINGLE drop would murder anything on it's contant, since termite +3500°C, even though it's not entirely a liquid at this point. Also FYI, phosphorus temperature goes below than napalm and even gasoline, of about mere 800°C. Then again, if we talk about napalm independently, it made to be lethal even from single "drop" to make sure that it's effective anti-bunker, trench and tunnel weapon. Since the flamethrower operator had to fire them from almost maximum range for safety reasons, thus once the enemy soldiers who saw the flaming breath coming up their way and start to clinge to the farthest corner, the flame would still hit them a little and the flame would spread all over their body. If flamethrowers would be only effective for direct hit with liquid for some time, nobody would ever use them as they wouldn't be any useful for the purpose they were designed. But I guess 1 gramm of napalm or "drop" won't do much, yes, even though "drop" is rather figurative way of speech, but amount of mouthful spit hiting your body IS lethal.
Fires on ground would still harm you plently once you run over them even if they don't ignite you, depend on amount of flame there is however. It's not the same as running\jumping over little camp fire or waving your hand around candle.
Final TL;DR: Napalm is the real beast with hidden secrets that not much people know about, and there different types of it, yet all of them are quite the death even from single spit. And the things that NPC use should be even greater than what we have in real life consdering that they are both futuristic AND supernatural. The only (and not always) way to survive supernatural hit of IMP should be is to have supernatural overheal magical supercharge of your health that would you have by absorbing soulsphere\megasphere, not even rolling of floor or taking off all of the clothings should help you there. Since only supernatural Magic can counter another supernatural Magic. I'd get very upset if the imp won't remain lethal even with blue armor on, since I hardly view them as warriors, but rather as slow moving 'easy target practice' as they are now.