Main > Gameplay
1.3.6 Hotfix Flamethrower
Richard LeMoon:
Maybe it is not outdated, but predated foreshadowing, and the next update will remove cooldown for the extinguisher again. Very clever, Muse. I fully support this.
Farfanuggen:
I think it says something about the state of the flamethrower when you're running into pyramidions using 3 of them and a mortar. The damage needs to be toned down a little more, range needs to be set to 250 and with no way to increase it via ammo types, and fire starting percentage needs to be toned down to maybe 15%.
18%....it doesn't seem like it's even that low when you barely get sprayed by a flamer for less than 2 seconds and have 3 stacks on the balloon/hull.
Dutch Vanya:
Most matches i played today were with pyramidions ignoring both front guns and only fighting with their side flamethrower and galleons also getting the most done with a single rear flamethrower. It may not be overpowered but it is certainly too easy, and not fun to counter. Running "chem cycles" as you call them is not enjoyable.
pandatopia:
Hmm, on the one hand the Squid is now much better at the disable assassin role it is meant to fill.
On the other hand, I have found zero way to get away from a flamer+any gun close range.
If a flamer ship ever gets close, unless the captain has no idea what she is doing with the ship's arcs, you will never escape.
It is simply not feasible to get hull, balloon, engines up to even attempt to escape with a flamethrower on you.
Even so, with a squid on you its not like you can outrun it either.
I'm torn here, on the one hand I love using the flamer. On the other I find fighting against it incredibly frustrating.
I think the baseline range is great, just remove the ability for lesmok to modify its range and you have a great high risk high reward weapon that wins point blank, but cannot be used from nearly gatling gun ranges.
EDIT: I wanted to add that I feel chem spray is a suitable counter to the flamer.
The goal of chem spray is not to keep your ship going for a long, minutes long brawl.
Flamer damage is -okay- but certainly does not compare to any of the major ship killing builds, and my understanding is that should you see a flamer ship coming, you will destroy/disable it before it can train a flamer on you for an extended time. The 20 second fire immunity from chem spray should be long enough for you to empty your clips and for all your components to stay up for that.
Omniraptor:
protip: burning engines can be safely ignored, or in general get lowest priority.
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