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1.3.6 Flamethrower Changes

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Mr. Ace Rimmer:
But chem spray doesn't prevent direct fire damage and now, miss one coat of chem spray and it's fatal.

1.6 damage per round seems just a tad on the high side. chance of ignition with each particle being at it's current percentage should come down to under 20% (you get 300 chances to add 1 stack of flame with 1 clip of normal ammunition, when that is @ an over 1/4 chance... you should on average be stacking 75 stacks per component (capping at 20 if not extinguished) - That's far to high. Mess up your chem spray run or, need to make a mallet hit because of the flamer dps, and you can very quickly be in big trouble.

This effect is only made worse with a second flamer.

IMHO, decrease the damage per round (particle) to 1, or even less. Decrease the ignition chance to 15% or even 10% and keep the range the same. If you lower the range, it will mean that you have to get far to close for it to be of equal use than say gat/mortar, or even gat/flak. I thought the idea was to make this a viable alternative.

Wundsalz:

--- Quote from: Mr. Ace Rimmer on April 28, 2014, 05:29:17 pm ---IMHO, decrease the damage per round (particle) to 1, or even less. Decrease the ignition chance to 15% or even 10% and keep the range the same. If you lower the range, it will mean that you have to get far to close for it to be of equal use than say gat/mortar, or even gat/flak. I thought the idea was to make this a viable alternative.

--- End quote ---
When considering a flat ignition chance reduction we need to keep incendiary rounds with their 20% ignition chance in mind.

Schwerbelastung:

--- Quote from: Wundsalz on April 28, 2014, 05:37:33 pm ---
--- Quote from: Mr. Ace Rimmer on April 28, 2014, 05:29:17 pm ---IMHO, decrease the damage per round (particle) to 1, or even less. Decrease the ignition chance to 15% or even 10% and keep the range the same. If you lower the range, it will mean that you have to get far to close for it to be of equal use than say gat/mortar, or even gat/flak. I thought the idea was to make this a viable alternative.

--- End quote ---
When considering a flat ignition chance reduction we need to keep incendiary rounds with their 20% ignition chance in mind.

--- End quote ---

While that is true, I'm not sure incendiary rounds were too powerful in the past either. I think they applied less fire stacks on average than greased rounds, or at most an equal amount. I for one would like to see incendiary rounds as a viable (maybe even clearly superior) choice on the flamer, as it would not only be intuitive but cause more variety in ammo choices (not just greased all around when talking about light weapon brawling builds, with the occasional heavy clip thrown in).

As it stands I personally feel incendiary rounds are only decent on the gatling and the heavy carronade, and from an effectiveness standpoint one could argue that greased/charged (respectively) outperform them in most situations regardless.

-Mad Maverick-:
lesmock is fairly viable for flamers and would be more so if the range was nerfed a bit

awkm:
Testing changes have been made to Dev App.  Please go to the Dev App forum and find the appropriate thread to respond to the changes there.  Let's keep this thread about production only.

Changes will not hit production immediately.

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