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1.3.6 Flamethrower Changes

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awkm:
I tested, and I'm not touching the modifiers.  As you said yourself, it has too great of an effect on the fire charges.  I want the charges to be devastating.  So I'll just be looking at lowering raw dmg output and tweaking ignition % so it's not stupid.

Imagine:

--- Quote from: Kraxuss on April 29, 2014, 09:40:13 am ---Video evidence may have been better, but this is the best I can do.
Does that seem out-of-range to anyone else?

--- End quote ---
Almost certainly lesmok rounds. It increases the range, but not the graphical range for it.

awkm:
Uhhhg will need to look into those particle effects then.. ahlaesijfae.

GeoRmr:

--- Quote from: Cpt Janeway on April 28, 2014, 05:02:59 pm ---
--- 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

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The only problem with this is that heat-sink is broken, and it has been broken for a very long time; ever since the patch that prevented forced reloading of preloaded special ammo by players without that ammo in their loadout, heat-sink does not prevent fire stacks during reloads. [5th time I have posted this please notice me muse] Since this patch I have been using heat-sink with the hades to protect from all the op flames and reduce its minimum range, however with one flame-thrower directed at our ship as soon as the reload began my gun almost instantly gained 8 stacks and kicked me off before the next clip of heat sink was loaded. I experimented taking chem-spray as my one gunner tool - which although as of this patch is the only tool a gunner should bring, the amount of direct damage from the flamer was enough to break my gun relatively quickly.

Heat-sink clip, until this patch I used this ammo frequently but never for its intended purpose - I believe that it should be fixed to once again protect from fire damage during a reload. If that is difficult to program you could implement it by allowing for 15 seconds fire protection after your clip has unloaded (the same amount of time a fully repaired hwacha takes to reload) fire protection overlapping with other clips on other guns would be an added perk. Second, make heat-sink clip gradually reduce the number of fire stacks on an already burning gun (or reduce the number of stacks once by a fixed amount when ammo is loaded into a burning gun, same as spraying it with chem-spray)

* You've been gone for quite some time Mav - gunners are a necessity for several competitively viable play styles.

Mezhu:
Two fixes for the heatsink that could be easy to implement are

* Every time heatsink clip is loaded x fire charges are extinguished
* Every time heatsink clip is loaded, gun is fire immune for 20 seconds (regardless of ammo changes or heatsink clip running out). A gun with heatsink clip can still catch fire if 20 seconds have passed since its' reload
The latter might be a cool idea, it adds a time management concept to gunning that's usually more prominent in engineer roles

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