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1.3.6 Hotfix Flamethrower

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Wundsalz:
it does.

vyew:
My opinions  :D

Extinguisher is useless unless it is used as a backup to a chem sprayer. This is because the 3 seconds of fireproofing means that if you leave a component to repair another component, the one you just left gets tons of fire stacks  :)

I'm not sure how this could be fixed, maybe extending the fireproofing to 5 seconds? Maybe 5-7 seconds of fireproofing would allow an engineer to fireproof a ship under flamed attack by constantly running around (although surely that would make chem obsolete?) To be honest I haven't used an extinguisher for literally months (except the 3 days of pre-hotfix flames) and I have internalized the idea that extinguisher is the "inferior tool" because it is reactionary, versus the perfect immunity of preventative chem spray. Is this intentional?

As far as I can tell, the extinguisher has 2 advantages over chem spray: a 3 second cool down, and the removal of all fire stacks. Since the latter can't be increased, maybe the cool down could be reduced too?

Newbies can't deal with flame throwers, because ANTE (All Newbies Take Extinguishers) and they often get distracted or react too slow. Maybe add a section to the tutorial just for firefighting techniques? Firefighting requires some more thinking than just repairing due to figuring out when to extinguish, when to just save time and smack it with a mallet, and sometimes even when to let the component burn down. Of course newbies are not a big concern of everyone who reads this forum, ha ha  :D


In terms of balance, perfect chem spray=perfect immunity, so damage through chem spray is fixed. However perfect chem spray is apparently a lot to ask for (depends on ship IMHO), so the way I see it, this entire forum thread boils down to one question:


How harshly should engineers be punished for missing a Chem spray against 1 or more flamers?

So this thread has two extreme opinions:

Sammy and co: Combining a flamer with a Gatling/Carronade to overload the engineers sharply increases the chance of an engineer missing their Chem spray, so the punishment should be less harsh than now. This means lowering the amount of fire stacks applied per second, and lowering the damage of flames.


Cake and Janeway llc: It's easy to do perfect chem spraying, and the flamethrower has such low range (insert high risk/reward, use range to counter, pilot your way out of the flamer and related arguments), the flaming ship should be rewarded by having the enemy engineers really harshly punished for missing chem sprays.


Can we not compromise? :(


Armchair balancing: Make it so that 1 flamer applies 9 fire stacks to a component in 5 seconds. 9 stacks because it disables guns and requires 3 chem sprays. 1 second for the poor overworked engineer (remember that they are shooting or repairing something else at this time) to realize that they missed a chem spray, 4 seconds to get there and spray it once, which allows guns to shoot again. Chem spray cool down is 5 seconds (am I right? It sure feels that way xD) so that is 15 seconds of chem spray cooldown.

I suppose there could also be some math shenanigans so that a full health balloon can be saved with at least a sliver of HP after the 20 seconds of on-fire time.


-Mad Maverick-:

--- Quote from: Sammy B. T. on May 10, 2014, 11:41:31 am ---If you don't do anything to prevent a ship from cheming then your flamer should fail spectacularly.

--- End quote ---

that mechanic already went live a while ago

Dementio:
I have my crew always take fire ext on mobula and sometimes even squid. Sometimes chem on squid is nice but if there is a flamer I am going to get the hell away from it, since massive engine and armor damage from tools and gatlings does not work well with fire, so fire ext is my only hero.
Another thing would be environments like desert scrap where you have to deal with sandstorms where could components die rather quickly and enemy losing you in the middle of it. Chem is rather inefficient 'cause you have to repair rather often in sandstorms which gets rid of fire immunity and then you would be forced to let the component die.

Also, if your general preferance is fire power instead of survivability you might as well bring flamer and just extinguish the guns and some other components if you have the time. If you manage to kill the enemy ship or disable the flamer quickly with your guns, it might be worth considering having your engis extinguish rather than re-chem everything just before impact.

awkm:
There are some tweaks on dev app.  Please go look at them and post your thoughts in the stickied dev app thread.

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