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1.3.6 Hotfix Flamethrower

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-Mad Maverick-:
ANOTHER Ryder wolf agreement!

awkm:
Read everything.

Just letting everyone know.  Poking around to see what's possible... in dev app :)

SirNotlag:
I don't really mind where the flamer currently is sitting its no longer unstoppable since the nerf and it might be best to wait a little before tweaking it again.

An idea i had for perhaps making it less frustrating to newer players would be a buff to the extinguisher. The previously mentioned idea of having extinguisher take immediate effect and just adding the 3 second cooldown to the already existing cooldown sounds interesting, but hard to code and could lead to 15 second cooldown timers if you keep getting doused with flames. Perhaps reducing the cooldown for extinguisher by a second and increasing the time it gives fire stack immunity by 1 second so it has a 2 second cooldown but gives 4 seconds of fire immunity. This makes the extinguisher better at nursing components and slightly reduces the fire stacks that could be added if the engineer acts quickly, without moving into the chem sprays turf of immunity for the whole ship.

The main reasoning for this was to be less frustrating to the newer players as they might not have the skills to keep everything chem sprayed or know how to prioritize repairs when a flamer squid gets on top of them. This would just allow their engineers to fight the fires a little better without reducing the weapons capability, still rewarding good engineers and punishing those that just to ignore fires.

Imagine:

--- Quote from: Sammy B. T. on May 05, 2014, 09:39:35 am ---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.

--- End quote ---
I don't see how having to adjust your gameplay style due to a change is a catastrophic thing.

Sammy B. T.:
It is if that change means you need to run all primary engi and sacrifice trifectas and even simple bifectas because a balanced weapon needed its ability to put stacks down tripled.

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