Info > Feedback and Suggestions

A fix for Fire, and Flamethrowers.

(1/4) > >>

LadyAthena:
After playing several games, its become rather apparent that flamethrowers, and fire in general is a little overpowered.

It honestly takes little to nothing to set the entire bridge on fire with 1 constant stream of flame. Flame is already super powerful against balloons. As, this is what its intended for to begin with. That is fine. After all, that makes sense.

What doesn't make sense, is my metal gun going up in flames in a matter of seconds. So I propose an idea to balance flames, and fire.

Of course there would be some balancing required, but this is generally how it would pan out.

===============Example================

Gun A is under a stream of flame for x amount of ticks. Each "tick" (This is the game determining the damage per second or tick the flame is doing to what its hitting, remember, this is already in the game, thats why when you shooting at a balloon with a steady stream of fire, you see the "hit" square boxes pop up every few seconds. Thats a "tick") Does a "heat" damage to the gun, I.E. its heating the metal.

After the gun takes x amount of flame "ticks" the gun becomes un useable for a few seconds, due to being to hot to handle. This could be visualized as the gun slowly becoming bright red as its heated up through each tick.

The spray canister which cools down weapons (not the fire extinguisher), then can be used to make it useable again, immediatly, or you must wait for it to cool down after an x amount of seconds, the cooling spray could also give the gun a 20 second buff, of not being able to be "heated" again, due to the gun being ice cold for a few seconds.

If Gun A comes under a spray of continuous flame again, and becomes heated again, a new % comes into play, and thats whether or not it lights on fire. Each consecutive time the gun is over heated from flame, that % rises.

If Gun A is lit on fire, that gun is slowly damaged until the fire is put out. If Gun A is destroyed, or destroyed by fire, everything is reset on that gun for fire/flame. I.E. Say it was at 35% chance of catching fire next time it over heats, would be reset to 0% and the build up would start over.

====================================

I'm sorry if the example is a little confusing, however I feel this would balance flamethrowers, and fire all in all for weapons. It would make flamethrowers powerfull against balloons mostly, which is what they are for, and would only temporarily shut down guns and make then un useable for a grace period, and only if those guns come under extreme heavy focus by flamethrowers, would they then have a chance to catch on fire and become damaged.

RearAdmiralZill:
Whats funny is that Flamethrowers and fire in general were reworked very extensively in 1.1.4. It used to be that it took only 1 stack (the number on the gun when it is on fire) to disable a gun. People could make a "flame pass" and disable about every gun until it was put out or after it broke. Now you need 8 stacks before the gun becomes unusable, and the stacks are limited to a maximum of 20. The fire is really just a way to show players that the component is in need of attention.

LadyAthena:
The fix seems to be more of a band aid, as I've had several games where every gun on the ship was on fire nearly 24/7 of the entire match. It was by far the most ridiculousness thing in this game, and I've had it more than once. Needless to say, I stopped playing for a few days because it wasn't fun at all. There has to be a buffer.

RearAdmiralZill:
If youre the pilot, dont take this the wrong way.

The flamethrower is the shortest ranged weapon in the game. A big mistake I see many new pilots doing is needlessly getting in the faces of enemy ships. Flamethrowers are short ranged for a reason. God forbid that range ever increases. Its extremely easy to avoid a flamethrower by never getting into its range in the first place.

Now if the situation occurs in which you do get touched by one, do everything in your power to get out of it. Reverse, use hydrogen, ect. It is a straight up disabler and you dont want to just try to fight the constant flames.

Finally, your gunners need to bring heatsink ammo if the enemy has flames. Know the boats that have flames, and if you get close, make the gunner throw in heatsink. It stops the guns from catching fire when its loaded.

Seamus S:
Cary a fire extinguisher, heat sink clip, or just don't charge in against flame equipped ships. This isn't the first time this conversation has come up. There are plenty of effective counter strategies against flamers.

I haven't played with the chem spray on the new version yet. My ideal iteration of the chem spray would be an item that stacks negative fire counters on pieces of equipment. If you could pre-spray equipment to a -10 fire level or so then flamers would have to do more damage before the equipment caught fire in the first place.

Navigation

[0] Message Index

[#] Next page

Go to full version