Info > Feedback and Suggestions
A fix for Fire, and Flamethrowers.
Captain Smollett:
I know this is going to come off the wrong way, but the counter to flame throwers is experience. When facing an opponent wielding fire, every crew member needs to act in their role to mitigate it's effect. Engineers should have chem spray, this is an amazing counter since they can inoculate the hull, the balloon and any gun they're firing so they never catch on flames. The gunner should equip heatsink the moment it appears flames are inevitable and the captain, as Zill stated should be keeping his ship out of flamethrower range. If all these things are being done, your opponent has just wasted a light weapon slot, and you now have a huge advantage against them.
Kanimal:
I like the fire mechanic but I think the chemical spray effect could last for longer without unbalancing anything. I do also see the ridiculousness of a metal object catching on fire but it does help to make flamethrowers a viable weapon.
LadyAthena:
These are all points I already know, but that doesn't change the fact that the flamethrower is super powerful against everything. That simply isn't balanced.
When the smallest fastest ships bring flamethrowers there's very little you can do to stay away indefinitely, even if you use hydrogen, and reverse, etc. The ship is simply faster. I myself have had no issues keeping an enemy ship in flamethrower range, doesn't matter what they did, it would only get them out of the flame for brief small periods. Otherwise I had their ship shut down completely all game.
When 3-4-5 machine parts on your ship are all on fire at the same time, and you only have a maximum of 2 engineers, (maybe 3), they are doing nothing but combating the fire, and don't have time to repair anything.
With my idea, it would still happen, can still happen, but wouldn't be such a broken mechanic as shutting everything down in seconds, even if a smaller faster ship kept you under constant streams of flame.
It would make the flamethrower balanced: Very strong against balloons like they are supposed to be, and useful, but weaker against everything else.
Jazzza:
Fire used to be OP. Now it isn't. Just don't go so close to other ships you know use flamethrowers and you'll be fine.
Lord Dick Tim:
Its unfortunate the problem your experiencing LadyAthena, but as it has been said earlier in this post this can be largely avoided with better captained and/or crewed ships.
Experienced players will use the close range flame tactic to harass new players and bring their ships low. A common tactic is to mount a barker on one part of a ship and a flame on the other that can both hit at the same time. It can be rather demoralizing to be on the receiving end of this, especially if your not prepared to counter it.
If this scenario arises in a match, that enemy ship has eliminated its burst damage potential for disabling, and if a squid it removes it's speed advantage by having to stay close to the enemy it's engaging. Your ally should be shaking that squid off you, or you ramming it as soon as you can. Getting close to terrain where the Squid can't circle around you quickly is a good way to wedge it into a hard surface and pop it, or restrict it's movement even more so an ally can pop the ship.
This is going to continue being frustrating and appear to be overpowered till your in a position of tactical advantage and can cram that flamethrower down your opponents throat.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version