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1.3.6 Hotfix Flamethrower
-Mad Maverick-:
but hint hint: it isn't trying to out dps them
XtremeNameX:
This new one definitely is closer to balanced, but I really think it needs another slight change. I mean, if putting 1 weapon on my boat forces the other team's entire crew to re-build their engi equipment just so they can handle it... that seems OP.
I'd say either bring in range or lower through-chem fire damage. Possibly both, but in any case it should just be a very minor nerfing.
Sammy B. T.:
Yall are acting like getting in flamer range is nigh impossible. It is quite easy actually and one solitary flamer alone can lock down any ship with its ridiculous fire stack capabilities. Chem spray is now mandatory with the weapon and with the nerf of chem spray, the ability to repair and chem the ship is greatly diminished.
Previously you could chem once, mallet twice, however, with the extra two seconds of chem spray, this is no longer an option due to it leaving your hull exposed meaning that against flamers you need due alternate between mallet and chem one for one.
Here's the repair per second
Full time mallet (unusable due to ridiculous flamer)
250 repair/9 seconds = 28 RPS (repair per second)
Previous 2 mallet 1 chem (unusable due to chem nerf)
500 repair/21 seconds = 23 RPS
Current 1 mallet 1 chem (required due to stack buff)
250 repair/ 14 seconds = 17 RPS
Basically the flamer currently makes repairs nearly half as effective. Also the 1:1 ratio is horribly ineffective as it requires far more babysitting and far less optimal time with chem spray (6 seconds wasted) this is pretending that the only issue here is hull damage. While the flamer is doing its negation of effective hull repairs, stacks are building up on the ship like crazy. You've got 250 particles of which all are hitting probably two if not three or four different components. Each of those particles has an 18% ignition chance so if by some miracle each particle only hits the ship once, un-chem sprayed you could have 45 stacks across your ship from one clip.
Balanced my ass. People think its overpowered now? Wait till you see actual meta builds around it as opposed to people goofing off with it. One gun being able to half the repairs on armor and balloon and take out weapons, its beyond ridiculous.
macmacnick:
--- Quote from: Sammy B. T. on May 01, 2014, 07:08:41 pm ---Yall are acting like getting in flamer range is nigh impossible. It is quite easy actually and one solitary flamer alone can lock down any ship with its ridiculous fire stack capabilities. Chem spray is now mandatory with the weapon and with the nerf of chem spray, the ability to repair and chem the ship is greatly diminished.
Previously you could chem once, mallet twice, however, with the extra two seconds of chem spray, this is no longer an option due to it leaving your hull exposed meaning that against flamers you need due alternate between mallet and chem one for one.
Here's the repair per second
Full time mallet (unusable due to ridiculous flamer)
250 repair/9 seconds = 28 RPS (repair per second)
Previous 2 mallet 1 chem (unusable due to chem nerf)
500 repair/21 seconds = 23 RPS
Current 1 mallet 1 chem (required due to stack buff)
250 repair/ 14 seconds = 17 RPS
Basically the flamer currently makes repairs nearly half as effective. Also the 1:1 ratio is horribly ineffective as it requires far more babysitting and far less optimal time with chem spray (6 seconds wasted) this is pretending that the only issue here is hull damage. While the flamer is doing its negation of effective hull repairs, stacks are building up on the ship like crazy. You've got 250 particles of which all are hitting probably two if not three or four different components. Each of those particles has an 18% ignition chance so if by some miracle each particle only hits the ship once, un-chem sprayed you could have 45 stacks across your ship from one clip.
Balanced my ass. People think its overpowered now? Wait till you see actual meta builds around it as opposed to people goofing off with it. One gun being able to half the repairs on armor and balloon and take out weapons, its beyond ridiculous.
--- End quote ---
The sunny (flaming) side of this, Sammy, is the fact that now, instead of being killed really quickly by a Gatling-mortar combo, is that you get to witness the chaos (Yay!) and that Cake Vs. Ducks in competitive would be less of a Kobayashi Mrau situation (Not Kobayashi maru) and more of a balanced fight, along with an entrée of roast duck to be followed by a dessert of sweet pastries!
/sarcasm
-Mad Maverick-:
--- Quote from: XtremeNameX on May 01, 2014, 06:34:21 pm ---
I'd say either bring in range or lower through-chem fire damage. Possibly both, but in any case it should just be a very minor nerfing.
--- End quote ---
I agree and have made both of these suggestions myself
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