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Balance Concerns & Questions 1.1.4
RaptorSystems:
Just something that has been noticed by a few people including myself, after a certain level of competency with engineering fire seems under powered.
Awkm
Since the gauntlet has been thrown on to the table, personally I have pretty varied software development skills (c++, c#, java, js, sql, lua, php, bash, pretty much most paradigms except those used by erlang and lisp) and in regards to UI development I've been a professional web developer by day for the past two years. I'm also aware of how painful floaters can be, and personally I dislike them for accessibility reasons.
I'm time and money poor, but I'm willing to donate time for in-kind support.
If you would like further information, contact me at my accounts email address.
N-Sunderland:
Fire is a tough thing to balance, it seems. It used to be necessary to have a flamer on every ship, since it disabled guns immediately. With the way it is currently, it's not that useful, I must agree.
RaptorSystems:
Yeah I don't know if changing the actual behavior of fire would be beneficial. Just something I thought is worth mentioning.
Is fire damage linear?
N-Sunderland:
--- Quote from: RaptorSystems on April 14, 2013, 09:46:22 am ---Yeah I don't know if changing the actual behavior of fire would be beneficial. Just something I thought is worth mentioning.
Is fire damage linear?
--- End quote ---
There are two types of fire damage. There's fire damage done by the gunfire, and fire damage done by the fire stacks themselves. Basic fire damage works like any other damage type (piercing, explosive, etc), while the damage done by fire stacks works differently. It does 8 base damage per second, with an additional 2 damage per second for every extra stack (up to 20 stacks).
Helmic:
I still find fire effective on my ships, but it's after keeping that fire on for a LONG time when you just happen to catch your opponent in an awkward position. But once you've spent that amount of time, you're disabling EVERYTHING on the ship, hull, balloon, guns, engines, everything is going to break and keep breaking, it's pretty rewarding for a slot that you otherwise wouldn't use. My feared Pyramidion trifecta uses flames to destroy components to either distract the enemy engineers or force them to stay in one place and take continued fire. Even if the enemy is chemspraying everything they can reach, they're going to miss SOME component and that component is going to break.
I suppose I just don't go into it expecting all the guns to be disabled like it's the light version of the Hwacha, I treat it like a very dangerous backup weapon that can become a primary weapon under the right circumstances.
Incendiaries are pretty fucking useless, though. Either you go all in with the fire or you don't, anything halfway is just going to be immediately extinguished.
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