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1.3.6 Hotfix Flamethrower
XtremeNameX:
--- Quote from: Cpt Janeway on May 01, 2014, 08:59:21 pm ---I agree and have made both of these suggestions myself
--- End quote ---
I just figured I'd reiterate them in case awkm thinks the majority opinion is "hotfix changes are enuogh" :D
--- Quote from: macmacnick on May 01, 2014, 07:51:14 pm ---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!
--- End quote ---
I know you're kidding around :) but let's not miss another good point that Sammy raises: a quicker ship can always, and rather easily, close and unleash the flames in a slower ship's face. Which would be fine and part of balance, except that the flamer is such a powerful & disabling CQC weapon that the slower ships' other advantages (more firepower or armor) are rendered useless very quickly.
-Mad Maverick-:
I disagree smaller ships can be easily blown apart by slower better armed ships from afar and alternately with heatsink and chem spray loaded up would be able to weather the initial attack giving it plenty of time to disable in turn or simply kill it with superior firepower...
Buchou:
played a game the other night against a flamer/carronade pyra.
first game - didn't have chem spray since i hadn't played since the initial flamer changes. hull was going from 0 to 20 flame stacks within the cooldown time of the mallet.
second game - took wrench/chem/ext because I was so scared of the flamer. this worked out fine, but every time I missed a chem spray application, a component died, whether it was the one on fire or another one that died as a result of me fixing the one that was constantly getting ignited.
redria:
This is much closer to being balanced, but it also feels wrong. Maybe it's from using flamethrower too much before, or maybe it's that people hardly ever used flamethrower on me, but right now it feels wrong somehow.
My initial desire was for low damage and easy fire stacking.
The damage right now is probably pretty good. I think you could argue in either direction, but if I were to choose one I would say it is a smidge on the low side (by like .1 per particle or so).
But the fire stacks feel broken. Previously people could make a personal choice on chem vs ext and it would usually be pretty okay. Now I get scared when someone on my ship has an extinguisher, or when I have a low level on my ship. Right now everyone has to be involved in keeping the chem up, which doesn't feel good.
Essentially, previously a flamer was like any other individual weapon: dangerous if you ignored it long enough, but something that could be combated by decent engineers. Now it feels like ignoring a flamethrower for half a second leaves you with nothing: no balloon, engines, guns, or armor.
The fire stacks are a really cool concept, but the speed with which they grow feels absurd, even admitting that I was a fan of having a higher stack growth.
In my opinion there are 2 directions to go with this: nerf the flamethrower some more, or buff fire tools.
Nerfing the flamethrower reduces its ability to be used as a feature weapon, but makes it less abusive to anyone who doesn't intimately understand the game.
Buffing fire tools places more responsibility on engineers, making it a higher skill weapon to fight against.
I am more a fan of nerfing the flamethrower a bit in 2 ways:
Start cutting into the range a bit
Lower the fire stack chance (again)
Right now it isn't very fun. You are fighting fire, not the enemy. It may not be strictly OP at the moment, but it is too strong in a way that makes the game less fun (in my opinion)
Byron Cavendish:
I agree. Bottom line, it isn't fun. Even with a good crew, in TS with you, you feel helpless and therefore frustrated.
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