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Do you like it when things burned? Would you like if they burned better?
Thomas:
A lot of the explosive weapons have a natural chance to cause fire. The bigger the shot, the higher the chance generally. Giving the flak cannons a bit more oomph, while the mortar still has a decent chance and a larger clip size to back it up. The rockets have a higher than normal chance compared to the other explosive weapons as far as I know; and of course my knowledge could be outdated.
Alistair MacBain:
hflak-banshee-light flak all that guns have high enough ignite chance to count on. Besides the hades and flamer for sure but that are fire weapons. The other weapons dont have really high ignite chances.
Captain Smollett:
My main concern is that fire can't always be counted on as a disabler.
Against a well crewed ship the hull and balloon will be chemsprayed completely neutralizing an entire weapon on your ship if using a flamethrower. If guns needed the same amount of attention that balloons and hulls did during a flame attack even good crews, would be affected by fire and gunners would be much more valuable since heatsink would become a huge asset.
Fire tools are really powerful and still easily counter fire on weapons; I just feel lowering the stacks necessary for gun ejections would make the guns worth taking, gunners more useful and squids better and be an overall positive change for the game as well as making a cool mechanic usable again.
Thomas:
I'm kind of curious how the fire stack system works. I -think- that all the components have an equal chance of getting a stack of fire, but I seem to notice that the balloon and hull gather stacks a lot faster than say the engines or guns, even if you aim specifically at those components.
It might be the crazy spread of the weapon, and using incendiary might yield better results. Which means gunners are a little more useful than an engineer on fire based weapons. Generally I just bring lesmok for the range and don't have another ammo type to fall back on.
Chem spray is a good fire deterrent, but it has it's own problems. It's a pro-active protection, and it actually doesn't last all that long. However, this usually means they don't bring a fire extinguisher. If they let their protection slip, they won't be able to keep up with putting the fire out. They'll be stuck at a component for 15 seconds trying to put out 8 or so stacks of fire. Of course a lot of engagements generally don't last all that long, especially if you can't disable them.
Captain Smollett:
The Flamethrower is a particle gun: Each particle that passes through a component has a % chance of setting that component on fire. Particles are kind of random within the cone, Balloons and hulls are much larger and more likely to get hit by a particles.
Oddly due to this, burst is actually one of the best ammos to set guns on fire since it makes the particles larger and more likely to hit weapons.
As it stands guns rarely are stacked with enough fire in a reasonable amount of time to kick someone off and make guns worth targeting. I think the small change down to 6 stacks could change that, creating the opportunity to flamestack someone off the gun while still being counterable and without be overpowered.
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