Main > Gameplay

1.3.3 ENGINEER AND REPAIR TOOL BALANCE

<< < (5/13) > >>

Queso:
Well I'm speaking more in the theoretical and long term. I don't think the chem spray can be fixed with a hotfix, and it's not a desperate enough situation to call for one. I'm thinking something outside fire and chem spray. Perhaps something like reduced stats when you spray chemspray (damage, balloon lift, engine output, et cetera), but have it last a lot longer. That way if you find yourself taking heavy flame, you can hunker down, and take a slight reduction in stats, rather than take the fire.

awkm:
I could actually do that.  Reduce component effectiveness on chem'ed.

Queso:
Well that's definitely something worth testing once this post patch period calms.

Sammy B. T.:
I am sorry but the Chem Spray is already under utilized, its alternative just got a massive buff, why are we trying to nerf the Chem Spray.

Flames were are already pretty balanced, why are we tweaking the tools?

Thomas:
I'm not sure that would help the chem spray at all. I feel it's pretty ok as is, and was probably fine before. The problem was that while the fire ext was on cooldown, you'd just get another massive stack of fire. Ideally this should have been handled by chem spraying it, and then extinguishing it. This would have prevented more fire for a while and still gotten rid of all of it. Instead players just wanted the fire gone, playing completely reactively.

Right now it just prevents more fire while it's on cooldown, making the fire ext a little more useful when you're being bathed in an inferno. The chem spray still has it's place as a proactive tool, if and when players choose to use it as such. Obviously it's easier on some ships than others (such as the pyramidion, with it's hull and engines pretty close toghether; rather than something like the spire goldfish which has a lot of core components spread out).


Chem spray is still dominant at being proactive, but the cooldown and duration of the protection make it difficult to use. You can go around spraying everything right before you get into combat, and it'll last for 20 seconds; but very rarely does an engagement end that quickly. As the engineer focuses on other things, the protection ends and the fire starts building up again. Once things start burning, the chem spray just doesn't cut it by itself. It can certainly prevent more fire, but takes longer to extinguish a fire due to the cooldown and small stack removal.


I think one way players might feel the chem spray is a little more useful is if you reduce the cooldown a little. Right now it's a 5 second cooldown for a 3 stack removal and 20 second protection. With the long(ish) cooldown, players can feel less inclined to get the protection and try to focus on keeping the component alive. Compared to the fire ext which is a total stack removal and a 3 second protection with only a 3 second cooldown. Making it easier to use while in combat.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version