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Do you like it when things burned? Would you like if they burned better?

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Alistair MacBain:
Nerf the chem more? No.
The chem already has a niche. And you dont need to ext a gun completely afaik to mount it again. Just need to ext below gun kick.

Thomas:
It's kind of a delicate line to walk. You want fire to be effective, but not overpowering. We're fairly close to that right now, although if your build is fire heavy it's very easy to counter. I'd be against dropping it down to 5 stacks, as mines are already quite powerful. Lowering the stacks necessary wouldn't do all that much either, as more builds would require chem spray and players would learn to do a better job of keeping things fire resistant.

Currently you don't even really need chem spray at all. If you're under attack by a flamethrower, you can have your engineers just fire extinguish critical components and prevent a ton of fire damage just from the cooldown.


Instead of trying to make fire more potent, why not reduce the tools effectiveness against fire a little? Maybe instead of providing protection for the whole 3 second cooldown, it only does it for 1-2 seconds. This way you can still get some stacks in without it being overwhelming. (I think we remember the time when there was no protection during the cooldown, and all your work would be undone immediately after putting out the fire)


But then you still have the issue with highly coordinated teams using chem spray. Regardless of how powerful fire is, as long as they keep their components sprayed, they're just not going to catch. I generally run a flamer squid, but I've been forced to swap out for a different front gun because of all the ships that bring chem spray (especially if they notice that front flame thrower).

James T. Kirk:
If we're worried about mines auto-kicking everyone, we could just lower the fire stacks from mines down to 3 or so.

The fire stacks aren't the most prominent thing about the mines, anyway.

awkm:
I wouldn't make the overall kick number lower.  I'd make fire weapons more effective.  Don't forget that lowering the kick number also makes it easier for the chem spray to deal with.

Squidslinger Gilder:

--- Quote from: Thomas on January 20, 2014, 01:28:22 pm ---But then you still have the issue with highly coordinated teams using chem spray. Regardless of how powerful fire is, as long as they keep their components sprayed, they're just not going to catch. I generally run a flamer squid, but I've been forced to swap out for a different front gun because of all the ships that bring chem spray (especially if they notice that front flame thrower).

--- End quote ---

This was the reason a year ago I became a man and stopped using disabler squids. Ran a few engagements where they just perma chemmed everything. Attack squids didn't suffer the same weakness and actually killed things very fast, enabling me to quickly move on to other ships.

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