Main > Gameplay
1.3.6 Hotfix Flamethrower
Wundsalz:
I disagree with your argument chem spraying had a severe impact on your damage output. Chem spraying is usually done by engineers who are either dedicated to repairs or engineers who quickly jump into a weapon with explosive damage once the enemies hull is down. The player who delivers the hull strips shouldn't be affected too much by the presence of the flamer.
It's true that a flamer/gat combo put more pressure on the engineers than a gat/mortar setup. However the additional disable and strip power comes at the cost of cutting a serious hull damage source - so I think that's fair.
-Mad Maverick-:
I agree with wund... not to mention how close you have to get
Sammy B. T.:
--- Quote from: Wundsalz on May 05, 2014, 09:59:54 am ---I disagree with your argument chem spraying had a severe impact on your damage output. Chem spraying is usually done by engineers who are either dedicated to repairs or engineers who quickly jump into a weapon with explosive damage once the enemies hull is down. The player who delivers the hull strips shouldn't be affected too much by the presence of the flamer.
--- End quote ---
Only Pyras, Squids, and Goldies have that full time dedicated engi for hull. Junkers, Mobulas, Galleons, and Spires generally have a part time hull engineer. Functionally no ship has a full time dedicated balloon engi. Furthermore with the fire stack rate and piercing nature of the flamer, functionally everything has to be chemed, not just the old stand by just the armor and balloon.
--- Quote from: Cpt Janeway on May 05, 2014, 10:11:33 am ---I agree with wund... not to mention how close you have to get
--- End quote ---
It is not that difficult most of the time.
-------
I suggested this in the dev app earlier this morning
4 X Area of Effect
.66 X Ammo
.5 X Rate of Fire
A tiny bit longer range
Same damage and ignition chance
What this does is makes being in the flamer extremely noticeable. If the flamer is in range functionally everything on your ship is being hit for a long time. If my calculations are right you will have 165 shots, shoot 8.33 per second and cover the enemy ship in flames for 19.8 seconds. (current is 250 shots, 16.66 per second, and 15 total seconds)
What this gives?
An overwhelming long in flames duration (the flamer shoots nearly the duration of chem spray)
Ability to deal with stacks due to messed up prevention (stacks don't pile as ridiculously)
Ability to force the whole of a ship to deal with possible fires (huge aoe)
-Mad Maverick-:
I just feel like other than range the gun is in a great place and shouldn't be messed with
GeoRmr:
--- Quote from: Cpt Janeway on May 05, 2014, 10:30:47 am ---I just feel like other than range the gun is in a great place and shouldn't be messed with
--- End quote ---
I agree, with lesmok this thing can shoot pretty damn far...
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