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ENGINEER & REPAIR TOOLS v1.3 Balance Issues

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Thaago:
I really like this change - it makes fire nice and dangerous, but still manageable. My only issue is that too many new people are spraying 1 stacks with chem sprays while under gat fire - they need to learn to just let it burn and use a mallet.

I do agree about the Chem Spray needing a bit of tweaking - its fine as a preventative when things are going right, but if things go wrong (and they do) then its a little too ineffective. Maybe reduce cooldown to 4 seconds?

awkm:

--- Quote from: Thaago on July 10, 2013, 11:55:18 am ---Maybe reduce cooldown to 4 seconds?

--- End quote ---

Reasonable suggestion but might look at fire stack damage instead. That might be the place to start. Managing stacks, like when to ignore and stuff, is the goal.

Letus:

--- Quote from: awkm on July 10, 2013, 12:02:02 pm ---
--- Quote from: Thaago on July 10, 2013, 11:55:18 am ---Maybe reduce cooldown to 4 seconds?

--- End quote ---

Reasonable suggestion but might look at fire stack damage instead. That might be the place to start. Managing stacks, like when to ignore and stuff, is the goal.

--- End quote ---

Been doing that since the start.  If my balloon was on fire with a onestack, and the hull is going down fast, I'd always go for the hull before even fathoming the balloon.

Moreso with engines though.

The only time I went to something needed on fire was when I knew it was a flaregun fire.

Chrinus:
I like the changes. You're punished for bringing preventative tools and not using them correctly which is how it should be. I've been running spray to main engi while having the other engi bring extinguisher and it's been working great.. fantastic even. I keep important parts sprayed the whole match (Hull, Balloon, Main engine, sometimes turning) only letting them fall if I see we don't have incoming fires in the fight. The other engineer handles any callouts I shout, and we can switch positions if necessary to keep firepower up.

While the new mechanic is a pain to learn, I can say the motto has turned backwards: Extinguish THEN repair. However now much more thought goes into extinguishing and it's easy to overwhelm someone if they're not used to the change. As Thaago said, now you need to choose what fires are worth your attention, what components are expendable, and whether or not you can outrepair a stack for the time being.

While I feel the extinguisher still may be a hair too punishing with its cooldown, spray is doing well against fire for its intended purpose. Treat it like a buff hammer and not a fire extinguisher, you'll find its use invaluable.

Enjix:
I like the new fire system, it requires a lot more coordination to deal with them effectively when going against flamer builds.

The thing I would do to change the fire system is allow the chem-spray's buff to be used on cooldown, as right now, preventive fire fighting is an extremely sharp double edged sword during combat.

I was playing as the chem engineer, working with an extinguisher engineer, against a pyra which featured flamethrowers, banshees, and flare guns firing all at one time, which turned out to be a good way to find out just how much fire the new system could handle. The issue I kept running into was that I could keep the buff up while we were out of combat, as using chem on a fully repaired component doesn't activate the cooldown. However, once we started taking damage, then keeping the buffs up would cause the 5 second cooldown, which would mess up the repair circuit as well.

Then there becomes a choice of if you want to use the chem spray, wait the 5 seconds of cooldown, and pray that it can survive those 5 seconds when it's sitting at around 50% health from the start and still taking heavy damage.

Or repair the component you are treating, causing a repair cooldown, giving it more health, watching the stacks of fire continue to grow out of control and possibly missing the chem buff again because it needs to be repaired a second time.

Having watched both components slowly crumble to dust while staring at the chem's cooldown and wishing it away, and watching a single stack of fire grow into 20 after one mallet cooldown, it's a pretty tough decision to make.

Having the buff work outside of the cooldown system, while still requiring the component to be off cooldown to put out fires, would allow the preventive part of fire fighting to still perform in the heat of combat and would require the same coordination with an extinguisher, as chem camping to put out fires would still be very ineffective.



Also, Sammy, that Roasted Duck is just mean.

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