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Chem Spray needs a buff

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treseritops:
Hey, so with the new Hades I've noticed fire is running rampant. (Which is really cool) The problem is there is no good way to counter it, other than "chem spray" which is really just an *awful* fire ext.

Cool Down- Fire: 3sec vs. Chem Spray: 5sec.

Ext. Power- Fire: everything vs. Chem Spray: 3 stacks

Prep- Fire: None vs. Chem Spray: 20sec

So you get a *longer* cool down for *less* ext power in trade for a worthlessly short buff. Either Chem Spray should have a short(er) cool down, or at least make the buff last a reasonable amount of time. Yesterday I sprayed the hull, ran over to tap the engines during kerosene and spray the balloon and by the time I got back the hull had run out, we got shot by a hades and all the ridiculous running around had been for nothing.

One stack of fire can ruin your buff. Takes 5 seconds to spray, if you continue to take damage from weapons you probably need a mallet hit which takes 7 seconds (12 total so far) and then you have to either respray and wait another 5 seconds to repair again (12 seconds of not repair the hull is awful) or you hit the hull again and have gone 19 seconds since your chem spray was applied and you absolutely *have* to spray in the one second gap or risk starting the whole ridiculous process again. (at that point if you respray it's been 7sec since you last repaired, and then 5secs of spray cool down= 12secs of hull damage, why even spray?)

That doesn't even begin to address the counting of time at hull vs. time running around fixing engines. A trip around the pyra takes about 7seconds so you will have surely lost your buff on the hull at that point (1 spray+2 repair circles=21secs) or you sit at the hull for 5secs first and let the engines take 12secs of damage before your next run. And the kicker is that your hull will go 14secs without repair at the end of every third trip.

If that was still not enough convincing keep in mind that this is assuming you are a hull/engines baby-sitter and *only* fighting fires on the hull. Imagine if one engine catches fire. The entire house of cards comes flying down. Even just adding in the cool downs of trying to make sure the engines stay sprayed would ruin your ability to just be a mediocre engineer (half of the engines down, letting hull hang by a piece of thread).

James T. Kirk:
As an avid fire user, I find Chem Spray more of a party pooper than extinguishers.

With an extinguisher, fire damage is still going on between cooldowns, with chem spray, my main damage type is being almost completely nullified.

So yes, I believe near complete immunity to an entire damage type should have considerable drawbacks.

Captain Smollett:

--- Quote from: Captain Smollett on September 25, 2013, 06:43:51 pm ---I've mentioned this thought to Eric already but I'd thought I'd throw it on the forums to see what everyone thinks about this:

With the addition of a new fire weapon, the increased viability of existing fire weapons and the nerf to gattling resulting in overall longer engagements; does the chem spray need a buff?

Frequently engagements will last beyond 20 seconds making even the most diligently chem sprayed ship erupt into flames in the middle of a fire fight (no pun intended).  Should the chem spray duration be extended to 25 seconds or even longer to give engineers a chance to prophylactically protect their vessel (ok that pun might have been intended)?


--- End quote ---

Just going to go ahead and quote myself but I think a longer duration for the chem spray inoculation may be in order

RearAdmiralZill:
I've always thought its higher cooldown then extinguisher is silly.

Squash:
I'm of the belief it should last much longer, but applying it is the same process as the buff hammer, being effectively a progress bar to complete the chem inoculation.

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