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1.3.6 Flamethrower Changes

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awkm:
It got fixed because it's behavior was unpredictable, even not allowing you to hit components at point black (frame/hit box skipping).  We can't go back to the way it was.  It was flat out broken.

So yes, I can reduce its direct damage and even reduces it % ignition.

What about any of the other suggestions?  Range?  Multipliers?

Sammy B. T.:
If it was so broken, then why was it so commonly and effectively used in and out of competitive?

As per other things, love of god no. It was balanced before, why do we have to "fix" everything all the time?

Byron Cavendish:
I honestly never noticed issues with my carronade/flamer teabagging squid pre-patch. If it was missing particles, why not fix that, the buffing is irrelevant to fixing bugs.

awkm:
Even if you had a component lined up at point blank, the flamethrower would not reliable hit it due to the way its hit detection worked.  This is just a reproduction case, theoretically this could be happening at any number of ranges if the distances were lined up with when and where skipping would occur.

The goal is to make everything predictable and work the way you would expect.  The flamethrower's previous behavior was not predictable in the way that we wanted.  This is what we fixed.

You're right, we don't have to fix anything and leave everything bugged until people complain about it too much. 

But this isn't the discussion.  The discussion is what changes you'd like to see the flamethrower.

Also, it was never the intention to buff the flamethrower.  Fixing it was an implicit buff since all particles are hitting now.  The damages and % ignitions were all nerfed to try to compensate.  However, it seems that the nerfs were not enough based on current feedback despite the testing and compliance with its last update.

So, yeah.  I can nerf it more if that's the consensus.  No big deal.

Nidh:
err... I don't remember a flamer being used in competitive for a looong time... Anywho, I will say that it's a great disabling weapon now, but it can also kill, which was my problem with the heavy carronade a while ago. Taking away the direct damage and leaving the ignition chance might be fine, or pehaps lower the ignition chance to 20% (because it's an even number ^_^), since it will only be able to kill if the engies miss a chemspray on the balloon.

If the direct damage is taken away, I can see double flamer pyras as a perfect "stall" ship that could make a flakfish ally viable.

I have one concern however: I'm afraid flamers might-out class the hwacha since the hwacha requires you to be very close to disable a whole ship, almost within flamer range.

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