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1.3.6 Flamethrower Changes
Squidslinger Gilder:
I love it. Please don't touch fire dmg. It is good to have it being another viable option. I don't want fire to return to what it was for months before it was finally fixed. Fire should be king of CQC with Gat/flak/mort as it's Queen.
If you must touch something, touch the ignition chance with the flamer. Clean up the runaway stacks. A range reduction wouldn't be bad either. That or if it is possible, do something so that the stacks are applied with more intensity the closer the ship is. When a ship pulls away or evades the stacks don't climb as fast. Force the flamerboat to commit themselves to heavy CQC.
-Mad Maverick-:
--- Quote from: Wundsalz on April 28, 2014, 04:55:20 pm ---
--- 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?
--- End quote ---
sorry I was using stating this with the assumption that the dps gets nerfed back down. with that done if I have a goldfish facing a flamer squid or pyra or whatever I'll go hwacha with a gunner that will have heavy/burst and heatsink. this gunner will be able to fire from long range and if a close quarter engagement is imminent he can go heat sink to protect from disable while disabling the flamer in turn. then switch to burst or charged to finish the boat off... he will use a buff or wrench depending on the opponents loadouts... if I had a blender fish I would go engi for sure though because I would just have him go full repair load out with heavy clip since no other clip is really that helpful for the caro so versatility in ammo type isn't as important
Crafeksterty:
The point with the flamerthrower getting a "buff" was more a fix. This fix makes us expect how the flamethrower works without it being unreliable. We can rely now on its functions. And clearly, we see its functions.
Coming from conversation with skrim, the heavy ammount of stacks that the flamer thrower throws is the most unique aspect of the weapon. I almost want the damage gone entierly And keep on with the heavy stack throwing but do no real flamer hits of damage. It never seemed like a hard hitting weapon, and is the basis of the fire mechanic so weakening its use as a weapon that kills, and have it be the utility like weapon how the harpoon, flare, minelauncher are.
An example on stack heavy flamers would be to disable with Hwacha, keep them disabled with flamers.
Carronade a baloon, keep that baloon down.
Annoying close range? Fire away.
Does not really Damage the situation to glory, but rather swatting your hand infront of your opponent to sho him away.
So the only damage that would be given into this is the 20 stacks. And that damage is in most cases easy enough to combat with extinguishers or chems while the ship tries to flee. And harmfull enough to be left unattended. We may in some builds finaly have Fire Fighter engineers.
-Mad Maverick-:
yup exactly what I'm saying
Wundsalz:
--- Quote from: Crafeksterty on April 28, 2014, 05:09:45 pm ---I almost want the damage gone entierly And keep on with the heavy stack throwing but do no real flamer hits of damage.
--- End quote ---
By removing the direct damage entirely, the flamer could be rendered entirely useless with chem-spray again. That's a feature which made the flamer quite unpopular in organized matches. Hence I don't like this approach to fix the current flamer.
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