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1.3.6 Flamethrower Changes

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Byron Cavendish:

--- Quote ---I guess it's time to nerf the Artemis flamer again!  ONLY DISABLE!
--- End quote ---

Solution?

Wundsalz:

--- Quote from: awkm on April 28, 2014, 03:33:41 pm ---So far I'm hearing range nerf as well as damage nerf.

--- End quote ---
Ignition chance/time reduction! Personally I think the direct dmg of the flamer to be okay. On a chem-sprayed ship it still inflicts noticeable damage but way less than the guns it competes with (carronade, gat) - that's fine. It's the quick spread of fire stacks which turns chem-spray errors into almost inescapable lock-downs.

Also you might want to reconsider the multiple-hit characteristic of the flamer. That's a unique and quite powerful perk. Right now one can aim for weapons to knock off gunners their weapons and deal damage to the hull/balloon at the same time with the same projectiles. I see no reason why to keep it this way , "it has been that way before" put aside.


--- Quote from: Sammy B. T. on April 28, 2014, 03:21:09 pm ---If it was so broken, then why was it so commonly and effectively used in [...] competitive?

--- End quote ---
O_o did I miss something?

-Mad Maverick-:
I love everything about the current flamer except for the ability to damage.   make it solely a disabler and it will be awesome!  I was playing with geo earlier and explaining to him how it felt a lot like the beta flamer because the fires were catching way more consistently will bring back the heat sink thus making the gunner a viable class again!! I am really happy about the future of the flamer all we need to do is take away almost all of the dps and make it simply start fires REALLY well... also bring the range in a tad so that escapes are possible and that lesmock vs heatsink is actually a trade off worth thinking about...

awkm:
At the end of the day, before I go home, I'll put some changes into Dev App for people to test.

Wundsalz:

--- Quote from: Cpt Janeway on April 28, 2014, 04:51:16 pm ---I was playing with geo earlier and explaining to him how it felt a lot like the beta flamer because the fires were catching way more consistently will bring back the heat sink thus making the gunner a viable class again!!

--- End quote ---

Why would I prefer a gunner with heatsink over an engineer with dps-optimizing ammo and chem spray, especially when considering heatsink doesn't prevent fires during reloads?

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