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1.3.6 Flamethrower Changes
Sammy B. T.:
Buffing a balanced weapon as ridiculously as you buffed the flamer is mind boggling. Add the fact that it is a disable based weapon means you're going to have a lot of people not having fun.
Kieran Kindree:
Honestly, this is just unplayable.
Absolute garbage at the moment.
Making it so players on several ships are simply unable to fight back is ridiculous.
Double flamers seem to have the power of a gat+mortar AND double hwachas.
Return this to what it was or at least make somewhat playable and balanced.
Byron Cavendish:
Here's what I don't get: you originally nerfed the artemis because it filled too many roles. It could disable and kill. However it needed accuracy, time and patience. If your enemy had the person with chem spray disconnect, it not automatically mean a loss.
With that same logic, you have buffed a weapon that can do everything. One that can be deployed quicker than any other weapon can kill it via a kerosene or moonshine squid, fills more roles, and kills much quicker, and unlike artemis requires no skill. And once its on you, you're dead, skilled or not, organized or not.
And we asked for more time on the dev app. We warned that this was not ready and not tested enough.
awkm:
While complaints are heard loud and clear, the most useful commentary so far is from Mezhu, Skrimskraw, vyew. Those are actionable and if we can create a discussion regarding proposed changes, it would be much more helpful as we try to look for next steps.
Sammy B. T.:
The issue is you buffed a balanced and well used weapon.
The obvious solution is to have not buffed said weapon. Or instead of "fixing" it simply have the way it worked, be the way it worked.
No weapon needs ridiculous fire stacks and good direct damage. Functionally every weapon in the game is about the direct damage so why not keep the flamer as it was, little direct damage but good fire stacks.
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