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1.3.6 Hotfix Flamethrower
Dementio:
Because you cannot have just 1 engineer keeping everything save from it. You need at least 2, if not 3 on certain ships, to keep everything fireproof and still shoot at the enemy. The Gatling as well as the Carronade could be dealt with, with 1 engineer respectively and at times even with help of the pilot. The gunner in the meantime has all the time to shoot at whatever is in sight.
The flamer, as stated before, requires much more effort to be dealt with. But then again, who says the effort isn't worth it?
Think of what the enemy has to sacrifice: A gun slot for a gun that you can counter, a gun that you can render useless. Another aspect in which the flamerthrower is unique: The crew actually can fight against this gun. Every ship that has a flamethrower either has to be ready to fully rely on it's other guns or has to catch its opponent off guard to be useful for the team.
This is, of course, purely competitive, if you get caught off guard and thus get set on fire, something went wrong. Otherwise you are prepared to block the gun entirely. High risk for high reward. Either it works or it doesn't.
Concerning normal matches, and I am saying this again just to make sure, we have to rely on the tutorials teaching new players what to do in case of fire.
Does this end the discussion? Please let us be more professional and refrain from moving in circles or does somebody have something to say that hasn't been stated before?
-Mad Maverick-:
dem i hope it is as clear to you as it is to me that we are saying the same thing
which is honestly no surprise to me since the Ryder's and wolves have a standing history of agreement
macmacnick:
...Chem spray duration buff would silence those who dare cry "OP" in the face of the flames.
Dementio:
--- Quote from: Cpt Janeway on May 04, 2014, 09:50:41 pm ---dem i hope it is as clear to you as it is to me that we are saying the same thing
which is honestly no surprise to me since the Ryder's and wolves have a standing history of agreement
--- End quote ---
Just so you know, I am Daniel.
Sammy B. T.:
Y'all act like the mere presence of chem spray stops flamers. What is not being understood is what is lost by chemming. Typically a repair means someone jumps off gun, whacks the hull with a mallet and goes back to the gun, not having the ability to do anything more for 9 seconds. However a hull that is taking flamer as well as damage means that repairs mean cheming and then waiting for chance to mallet. What was spending an instant off the gun, the engineer is forced to babysit for a little over three seconds. This may seem small but it definitely adds up over time.
To achieve the goals of the flamer, weaken the repairs and force engineers to repair over shoot, the flamer doesn't need the current ridiculous stack throwing.
Now to the crys that a tool shouldn't negate a gun. Functionally all guns, with the exception of flechette and shatter guns are functionally negated by tools when they are used alone. All guns need, and should need to be paired with another gun. I'm not afraid of a gat and I sure as hell ain't afraid of a mortar. However, the two of them being used in conjunction is deadly. Flamers are best paired with gats or carros because like every weapon combination, they overwhelm engis on two fronts. This is what made the Rainbow Crash the most effective brawling pyramidion in the competitive scene of late.
A good conceptual way to see this game is that destroying a ship is not overcoming its natural defenses but instead as overwhelming its crew. The flamer has been able to do that for months now. Competitively speaking I've been forced to respect the flamer as a competitive weapon since I first faced the Rainbow Crash back in January.
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