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1.3.6 Hotfix Flamethrower
Alistair MacBain:
Yes the flamer may need more to counter than the average other gun. But lets figure out the impact of one flamer which rly isnt to high.
In a competetive or equally high skilled match maybe. But surely not in the average pub game. I face flames alot in those and even if i fail a cycle cause im lazy i can easily use the next chance and still survive and kill the enemy.
Zeubenelginubi:
So what you're saying is:
1. Yes, it takes more to counter.
2. Yes, in a competitive match or high skilled match a single flamer could be very impactful due to the difficulty in countering it.
3. In lower skilled games, where you can win a match with a full AI crew, a single flamer doesn't have a lot of impact, usually.
I think practically everyone here has played a pub game or two where the flamer utterly shut down an entire ship. Granted, we've all played pub games where someone went double harpoon Pyra and that somehow worked really well. Yes, if you fail a cycle with the chem spray and get some fire stacks and then you race out of arc and get repairs back underway, sure, you'll be fine. You also actually have a cycle with the chem spray, which is a skill that a lot of pub game engis don't have and the fact that you'd even have to learn an entire skill set with a specific tool for every layout of every ship being different to counter a single weapon speaks precisely to the problem.
Alistair MacBain:
What i say is that you get more chances than one to counter a single flamer and thats what alot of guys cal imbablance on the flamer.
DJ Tipz N Trix:
--- Quote from: Zeubenelginubi on June 17, 2014, 02:47:05 pm ---
5. Flamer. To prevent damage, one stays out of arc, out of range, disables the gun before any damage is sustained or flame stacks applied, an engineer/crew chem sprays all equipment on board within a 25 second rotation or uses heatsink ammo to counter all potential flame stacks. To counter the damage, the crew must have tools which first remove the stacks of flame from any equipment and then repair the damage done/negate further stacks of flame from being accrued. The latter two items are, initially, mutually exclusive from one another.
TLDR; Countering the flamer takes a disproportionate amount of preparation, in game coordination and attentiveness to exactitude in comparison to every other weapon/combo present within the game. You cannot expect that level of play from everyone. The problem isn't with the flamer itself, it's with preventative/counter-measures.
--- End quote ---
Staying out of range is much easier vs the flamer than any other weapon in the game because it has the shortest range. That being said, my problem with the flamer is that it is a gun that does everything. It:
* Kills every component with fire stack damage
* Disables guns
* Forces repair cooldowns to put out the fire
* Still gets bonus damage vs the red hullThen again, you know what other gun does this? The Hades Light Cannon. I would suggest
* Reducing fire stack damage (not its base damage) by 33-50%
* Upping fire extinguisher anti-fire time to 5s from 3s so it can almost keep 2 things iced
This makes it just fine as a disable tool while not giving it good damage vs every component on the ship. In addition, if you can't put out your guns fast enough, you're not going to be able to just let them die and rebuild. They are slowly going to burn and be useless. This gives the extinguisher a much more important use and prevents the flamethrower from wrecking hull armor, engines, and balloons so quickly.
macmacnick:
Guys, remember, the flamer is one of the few guns in GoIO that is not ship-build-dependent in order to counter.
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