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1.3.6 Flamethrower Changes

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awkm:
So far I'm hearing range nerf as well as damage nerf.

redria:
I typed up a rant but Awkm summed it up. The gun is now consistent, and can be tuned to balance (almost) exactly the same as it was in previous production, with the added knowledge that now you can rely on every particle behaving as expected. The gun was nerfed directly in damage and fire-spread-rate: the buff was indirect due to fixing the problem. That indicates pretty clearly how severe of a problem it previously was if the fix + a nerf leaves it the most OP gun in the game. Let's find a nerf that takes it back to something comparable to the old flamethrower. :D

However, I would argue against a range nerf. As it was I used lesmok just to stay effective against everyone who was trying to stay away. Nerf it more and lesmok will be the only viable option (IMO).
I don't remember the flamethrower in competitive (other than myself) except as a side or extra weapon or on a Cake ship.

Personally I would just nerf damage back down severely and drop the ignition percentage. Try to get the damage rate and ignition rate to something approximating what it was previously. A range nerf would make it even less viable in competitive.

Nidh:
A range nerf might help, although i didn't consider that chemspray and heatsink would counter it fairly effectively. Perhaps it would be fine with only the damage nerf, as the heatsnk and chem are "loadout zoners" anyway.

Imagine:
I told ya people were going to go bonkers back when I visited, Awkm :P

Anyways, I haven't had a chance to try it out yet in live, but hopefully we'll be able to settle on a happy medium.

Schwerbelastung:
I don't think a range nerf is necessarily required. I would be happy with a further damage/fire stack nerf, so that you could still use it to effectively knock out non-chemsprayed guns, and even kill the enemy if you shot at them long enough. Maybe reduce the damage more than the chance of applying fire?

I personally would like to see the flamer in a place where I want to use it as a 3rd "backup" close range weapon on a Pyramidion or a Goldfish. A skilled pilot could effectively use it in a trifecta on a pyra, hopefully without being too overpowered. I would like to see it as a utility, not a brute force gun. And by a "brute force" gun I'm referring to a gun like the Hades, which is a very good all-around gun.. as long as you've got a decent gunner and are able to maintain range.

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