I was not oblivious of the damage the flamethrower did to you:
The carronade alone did the trick, the flamer only added disabling power while everybody was busy on the balloon, effectively rendering their entire ship useless if they managed to get the balloon back up without somebody destroying it again.
It's a bit less detail though. Also, incoming wall of text with
no summery! Also another warning, there might be a lot of redundancy, for which I want to apologize in advance.
Mind you that the missing flamethrower wasn't necessarily THE reason why CsRy lost to you. It was failed engagements. Your team just picked 1 out of those two pyramidions killing it in an incredible short amount of time, leaving the other to die in a simple 2v1. There was this one successful engagement of CsRy that did a number to you though, you were practically helpless.
Also, the double carronade pyramidion did survive a 2v1 on fjords against you for a rather long amount of time, making your argument of having a "gunner on guns longer" kinda irrelevant since this survivability would have not been possible with only 1 carronade and a flamer against chem sprayed everything.
The flamethrower would have only gotten it's use if the engagement took longer, like the ones OVW had. But this was not the case for CsRy and with flamethrower certainly wouldn't have lasted too much longer since chem spray was still on everything and it was most of the time a 2v1 scenario where it barely matters what guns that 1 ship has.
Also I do not understand why you would think that the flamethrower should not be overwhelming to a crew as it is. Almost no gun is not overwhelming in this game:
- A carronade can keep your balloon down, indefenitely
- A gatling destroys your armor, you can only delay the armors destruction with 1-3 mallet hits, but it WILL go down.
- Same for hades and mercury, however chem spraying against the hades DOES make it seem weaker
- Half of all explosive gun can finish an entire ship in 1 full clip before it's armor is even back up (if only 1 engineer is on it, but how often do you manage to get a second one on it?)
- Hwacha, being better at destroying all components on a ship and carousel having it's high fire ignition side effect, should not be too strong, else it replaces every mortar/flak in the game. The artemis being more popular for long range disable, although having good explosive damage, but low fire rate too...
- Mines, well, that one is pretty self explanatory. It's greatest weakness is that it has to deploy first before the immense damage kicks in. Good thing gunners have the tools and, combined with good pilot fly, the skill to hit the enemy anyway.
It has been stated before: The flamethrower does everything, but in no category is it better than any other gun in this game. It is ultimately relying on a second gun doing the actual damage. Best choice seems to be the carronade with it's power to get an entire crew to work on 1 component when it comes down to it.
We have talked about the strong points of the flamethrower already, over time it's just too much and wins the engagement. (Why it shouldn't is beyond my understanding. Why have a gun that makes you lose the upper hand?)
Now let's make the weak points of this gun clear again:
- If anti fire tools are used correctly the flamethrower alone is entirely useless.
- If I am not wrong, this gun has the shortest range of all guns in this game.
I mean come on, how hard is it not to fly into it? Also, isn't that what almost everybody said when the triple art Junker was a thing?: "Don't fly headfirst into it!", "Don't try to brawl it!", "Get out of it's sight,
cover and more basic anti-long range tactics!". This is
exactly the same, only that the flamethrower can't hit at long range!
If you make a mistake and let the enemy get close to you with superior close range weapons (which also applies for gat/mortar) than it's your own damn fault! And don't get a "it depends on the map" argument going. Saying long range on dunes is superior to close range is the same thing as saying the same about gat/mortar on dawn. Although in dawn you do have more cover than on dunes...
What do you do against flamer/carro in dawn? I say what do you do against gat/mortar in dawn! It's the exact same thing! Both gun combination have their advantages in their own category, but they both have the same disadvantages. It isn't the flamethrower that is too powerful for you, I say that
you are just too lazy to actually deal with it! And if this were to be true I would even go as far as saying that you think so because carro/flamer is too effective against your precious little Junker than gat/mortar, but that might be a bit more personal and go into an entire wrong direction...
Do you see what I think about the flamer now? It's easy to counter, if you just avoid it! It's even easier to counter than any other gun in the game, because you don't need pilot skillz or the right ship choice to render this gun useless, just let the crew chem everything if you can't be bothered otherwise! But don't just come complaining about it's power if you sit in the flamethrower's fires for 3 hours without it actually managing to kill you the entire time and at the same time having rendered you disabled because you thought it was a good idea to just let the fires engulf you in the first place! Why did you think it was a good idea? Because you have a chemical spray on everything
all the time! Screw fires, ain't I right mate?
Seriously. That gun is not hard to beat and certainly doesn't dictate over your ship and loadout choices more than any other gun already does, without you thinking about it. (Why do I need a mallet again? Surely it must be because of fires and not because the gatling is soo good at destroying hull armors!).
Every short range counters works for
every short range gun. The flamethrower being one of them.
Just counter it! It's not impossible and certainly isn't hard.
Maybe it's more psychological bullshit: The longer the gun disables you and does
not kill you, the more you see how powerful it is. Or maybe you are just not used to this immense amount of damage, since piercing guns still take their own while to shred the junker's armor and thus you often don't get killed as fast as other ships. Other ships for example are spires which are probably the weakest ships against anything armor destroying, making even simple slow rams kill it, unlike the junker.
And everybody can rebuild even before the hwacha reloaded.
Regarding nerf on that gun: Lowering rate of fire is fine with me, but lowering chance of ignition is a bit more tricky. If it's too low I might just bring a carousel or incendary rounds or even both, since the stacks are why I would want a flamer. This is what a flamer does and why it is as powerful a gun as it is. You said it yourself that the dealing with it causes overwhelm. What would cause this "overwhelm" if not the fire stacks?
Also, I am not fond of decreasing the flamethrowers clip, since I am used to it having an incredible large clip and the image of it having less clip just doesn't want to fit in my head. Also, less clip causes more reload, which can cause a gunner to easily switch between ammounition for different ranges much quicker, where as now the gunner would have to "guess" if greased is ok and the pilot can stay in range. The second he gets out of range the gunner will most likely try to change ammunition to something longer ranged (lesmok) which opens up a window of no damage and the enemy can gain more distance. If the reload happened more often or too often the gunner can estimate if the enemy ship is getting out of range for lesmok or is going to be IN range for greased and switch ammo during the natural reload to something more appropriate. This gives the gun
more advantages in the hand of an attentive gunner than disadvantages in general, thus not really nerfing it in that regard. If you however made the reload longer, like almost too long, than the timewindow for counter attacks is much greater.
But I honestly doubt that that is necessary at all.
Regarding the fire extinguisher: It's either buff it or nerf chem spray. But of course you can leave it as it is too, since for certain situations fire ext is just better than chem spray. It's just that most people that learn of chemical spray almost never use fire extinguisher again believeing it is in general "weaker" than chem spray, especially since with chem spray you can fight fires while not having it interrupt with your repair cooldowns. On the contray you would have to use fire extinguisher indefnitely to fight constant fires without ever getting to actually repair anything. But then again, if it comes down to it and a component has more than 3 stacks of fire the fire ext does offer a much quicker solution to the problem...
However, I believe, the weaknesses of these two tools is what makes fire as powerful as it is and as well their strength combined (pipe/fire ext/chem engineer) offer you the power to be completely immune to fire.
As an engineer you give up either
- Best repair & rebuild power (Mallet/Spanner)
- Buff
- Fire immunity
"Pipe wrench/buff/chem spray"-engineer being the best combination of all these things, but it's just not the best at what it does. (Chance of fire overwhelming, less repair/rebuild power)
This should be discussed in another thread though.
I dunno what it is that makes you believe this gun is "too overwhelming", which is total bullshit since all guns are overwhelming in their own aspect and have a right to be so! (
#GunRights) Or that this gun adds too many fire stacks, but if it was lowered too much carousel and inc could add more fire stacks and if the number of stacks was lowered just enough people almost wouldn't notice the difference between the flamer and inc carrousel, regarding stacks alone.
The fire stacks really make you wanna sacrifice something to effectively have a firefighter on your ship does it not? What do you want to sacrifice: The best repair/-build power in the game? The ability to buff? Or do you really sacrifice the gunner class only because you are not good enough to not get close to flamethrowers? Yes, harsh assumption, I know, but you haven't stated yet that you can indeed keep yourself away from it. But if you can, what's your problem again?
I say once more that the Flamethrower is just right.
It also has the power to get rid of endless buff on really everything. There once was a discussion about how the buff tool does not have any disadvantages compared to anything else in the game, other than the fact that it is timed.
Either way. Either 1 engineer has to be a firefighter or the gunner class gets out of the picture or you just don't get close to that gun. Do you let your crew adapt to fire or do you use basic short range counter and let your crew be optimised for your ship and guns?
It's all up to the captain of the ship.
Yes, I can argument with you about the Flamethrower until Adventure Mode is released! If you want to of course.
By the way, I am Daniel