Main > Gameplay

1.3.6 Hotfix Flamethrower

<< < (23/40) > >>

-Mad Maverick-:
I dunno I kinda feel like that's how it should feel;  e.g. once the flamer ship jumps on you without being chem sprayed you should feel screwed.  I think you have a similar feeling if a gat mort pyra jumps you from a blind spot...

XtremeNameX:
After playing a good amount with my crew last night, I'm willing to call the flamer "ok" for public/low level servers. As long as we used 3 engis all with chemspray (which seems like an acceptable, but definitely the high end, of how much equipment we should need for dealing with 1 weapon) we were able to nullify the flamethrower for the most part and have a very successful evening.

Two (maybe 3) lasting concerns:

1) We were only going up against fairly rook teams. I'm still a bit apprehensive of facing a ship that knows what they're doing and uses a flamer

2) Do we know that it's not now OP in the competitive/high level scene? Obviously Sammy's opinion is not the end-all-be-all of this discussion, nor should it carry (significantly..) more weight than anyone else's. I'm sorry if I implied otherwise :-) BUT he does seem to be raising concerns about the new flamer in high level play, and I STILL haven't seen concrete responses. Since I'm nowhere near the competitive level, I'll bow out of this side of the discussion after this post and leave it up to Sammy and others to continue to argue if they see the need. However I would still like to see a response to either of these two issues he raised:

A. The mathematics of engi efficiency, as discussed here: https://gunsoficarus.com/community/forum/index.php/topic,3932.msg68360.html#msg68360
B. The necessity of chemspraying severly handicaps ships with more difficult layouts. In Sammy's words: "Galleons, Mobulas, and Spires are now non competitve. They're simply too difficult to effectively chem ahead of time due to awkward crew placement or spread out components." Again, I'm personally not at a level to accept or refute this claim, but I haven't seen many people offer concrete suggestions for why it's not a concern.

I'm glad that with the new flamer we get to see more squids (they're so squishy!) but if it's at the cost of fewer Galleons, Mobs, and Spires, I think something will still need to be changed.

FINALLY
I agree that the fire extinguisher could use a buff. Once my crew figured out the basic mechanics of the game, it became pretty clear that chemspray + awareness > extinguisher all day every day.

awkm:
Yeah, I'm working on some ways to bring extinguisher back into the fold.  More tests coming to dev app in the coming days.

Dementio:
Galleons, Spires and Mobulas all have the power to go long range and kill any ship with a flamethrower before it even gets close. If any of these ships decide to go close range it comes down to how good their pilots are at predicting and teamworking.
If the flamer would be such a concern in competitive matches I wonder why gat/mortar isn't. It just obliterates anything if it gets the chance and I doubt too many people will give up this power for 1 "ok" flamethrower that might even be ineffective because of chem spray...
Also even on the previous mentioned ships you only need 2 engineers to keep chem spray going enough for infinite until something gets broken by something else (most of the time a carronade).

Every ship can be used in competitive, even with loadouts like 5 harpoons on a mobula. It only comes down to wether the team flying these ships can actually fly them. If it can't it should either choose other ships or practise them a bit more.

-Mad Maverick-:
I think you will see just as many spires and galleons as before... mobs weren't really used all that much pre patch...

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version