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Do you like it when things burned? Would you like if they burned better?
Omniraptor:
I fail to see how lowering kick number makes chem more powerful. It will make it more frequently used, sure, but not powerful.
Thomas:
Having a lower kick number means that the fire becomes a bigger problem sooner. If it was something like 5 or 6, two sprays of chem will handle it completely (although if it's just at 8, a single spray of chem will handle it right now too). Fire extinguisher is just for bigger stacks of fire. So when it reaches the kick point now, it's a big problem in both being kicked, and the damage the stacks are doing. Or something like that.
Ultimately lowering the kick stacks won't do all that much. Nor will strengthening fire. The real issue is the effectiveness of chem spray and fire ext. Personally I like how they were improved, but it did impact the effects of fire in a big way.
There's almost always someone chem spraying on a ship, especially if they see you going fire heavy. It's very difficult to get any stacks of fire going on anything but guns (they usually just keep the core components sprayed), and those are easy enough to deal with since everything else is fire proof.
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Some ways to work around the infinite chem spray is to break components. Once something breaks, the chem spray buff is gone. And once they rebuild it, you can easily get tons of fire stacks on it before they try to chem spray it. Of course if this tactic takes off, they'll be better about chem spraying instead of smacking it with a mallet first thing when it's rebuilt. There's always the problem of breaking it before you set fire to it, as that's kind of the role fire should be doing, and why bother at that point? Really it's nice for the balloon or engines, as the breaking and fire stacks will keep them off the hull long enough for the chem spray to wear off, at which point the fire can do it's thing all over the ship.
So you can still do fire heavy builds, you just can't rely solely on fire.
If there was something to adjust to make fire just a smidgen better, it'd probably be with the fire fighting tools; although it would have to be a very delicate change.
Spud Nick:
Would the flamethrower be over powered if it had another damage type? Say fire and piercing? or maybe fire and shatter?
Thomas:
Fire is actually a pretty boss damage type on it's own, even without the fire stacks. 1.5 Balloon, 1.3 Armor, 0.25 weapons. 0.8 hull. Dragon Tongue does Fire/Fire with 4/0 damage. A clip of 300 has a potential damage of 1200 ( 1800 balloon, 1560 armor, 300 weapon, 960 hull). I believe this is beyond the fire stacks themselves, as it's possible to still damage chem sprayed ships and even destroy ships with a flamethrower (a broken hull can't get fire stacks on it). Lesmok is one of the more popular choices the for gun, but that lowers the overall damage a fair amount. Not to mention how a lot of guns tend to spread the flamethrower all over the ship (or at least I tell them to). This leads to the damage not being focused in one area and spread out, leading to less destruction when the components are chem sprayed.
As a general recommendation against chem sprayed opponents, focus on taking out the balloon or hull heavily with the flame thrower. It'll take the whole clip or so. When they rebuild it, you can more or less get the max fire stacks back up on it instantly (once it's rebuilt, they'll often smack it with a mallet, which prevents them from chem spraying.) Once you take out one, focus on the other. Around this time the chem spray should be wearing off, as the engineers were busy with the other significant damage. So you should be able to start getting the engines as well. Very rarely are weapons chem sprayed, but they're a difficult target to hit. Heavy clip might actually be a good choice if you want to focus on them specifically. This also keep the engineer distracted from keeping the chem up.
Spud Nick:
Math aside it still needs a boost in order for it to be useful in higher lvl play. Most guns have two damage types and with the short range/build up time that the weapon has would it really be overpowered if it had another damage type?
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