Author Topic: Missed among all the flamer being op, Chem Spray is 5 seconds again  (Read 17646 times)

Offline Sammy B. T.

  • Member
  • Salutes: 154
    • [Duck]
    • 23 
    • 45
    • 45 
    • View Profile
When did this happen? There is no patch note putting it back to five that I can find. You give flamers the most ridiculous buff "fix" for its ability to put ion fire stacks and then nerf the only weapon that can stand against it?

Playing this game with these uber flamers is getting ridiculous. The gun was balanced before. Whether or not it was consistent wasn't an issue because it had good aoe and and a big clip.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #1 on: April 30, 2014, 09:02:07 pm »
well the flamer has been hotfixed.

Offline Sammy B. T.

  • Member
  • Salutes: 154
    • [Duck]
    • 23 
    • 45
    • 45 
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #2 on: April 30, 2014, 10:58:53 pm »
And is still OP as all get out. Now instead of being a ridiculously overpowered disabler that could kill moderatedly well, it just a ridiculously overpowered disabler

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Chem spray should move to a 4 second cool down and 25 second duration with 2 stacks removed.

Offline -Mad Maverick-

  • Member
  • Salutes: 30
    • [WOLF]
    • 12
    • 45 
    • View Profile
i would actually be fore a buff to chem sprays stack removal... to like 4 or so

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
If the chem takes away AS MUCH or MORE stacks of flame than its cooldown then it is better than the flame thrower in everyway.

And the flamer is not OP anymore. Its strong but in the way it is expected to be, how easy it is to expect can be countered with said equipment and guns.

Offline Alistair MacBain

  • Member
  • Salutes: 23
    • [GwTh]
    • 22 
    • 45
    • 19 
    • View Profile
Dunno when it happen but imo there is barely any spot for a extinguisher atm.
I was main engi on a pyra today and our enemies used several flamers ...
Ive noticed that i havnt had problems when the hull was chemed. Without it was trouble but nothing that instantly killed me ...
Not sure how 2 flamers constantly shooting would happen. Havnt been on the receiving end of dual flamer ...
From my experience with 2 i can imagine how strong it could be.

But with that recent flamer buff/fix (whatever you want to call it) the ext is in a even worse spot. Even before the fix/buff i barely happened to actually utilize a extinguisher ...
In most cases i just used my chem and was fine. I can barely imagine situations where i want a ext atm ...

Offline redria

  • Member
  • Salutes: 136
    • [OVW]
    • 16 
    • 31
    • 45 
    • View Profile
In most cases i just used my chem and was fine. I can barely imagine situations where i want a ext atm ...
A whole lot of this. When I care, I always take double chem on a pyramidion (balloon and armor). It is much easier to chem and not worry about it than it is to hope that you don't mallet something just before it gets hit with stacks of fire (or even worse extinguish something only to have it pop up to 10 stacks again).

As a preventative tool, chem spray is more valuable to me than the reactionary abilities of the extinguisher 99% of the time.

Chem spray cooldown dropping back to whatever it was previously would be a good thing. With the fix for the flamer, chem does not need a nerf.

BUT

A radical idea for the extinguisher (that may or may not be possible):

Allow the extinguisher to put out all fires on a part independently of the cooldown timer of the part.
Add the old cooldown of the extinguisher to that part when used.

Mallet a balloon and it gets set on fire immediately? Spray it anyway and put out the fire now, with the punishment of an extended cooldown before you can mallet again.
This would make the extinguisher an instantaneous reactionary tool, and allow it to be used the moment trouble pops up, as opposed to the current weakness that is the extinguisher.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
That sounds like a very good idea actually.

Lets buff the extinguisher!

My problem with your idea is the function is unlike anyother tool or gun or whatever that it will requier special coding i bet.
I dont mind that solution, i just think there is a less complicated one. And that could be simply to add 3 more seconds to the invulnerability to fire + 1.5 seconds less cooldown.
Or something that fiddles with the stats rather than making a new element of its own.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
I would actually like it if chem spray was more like the buff hammer. You would spray your way to immunity, and each fire ignition would remove a 'chem stack'. Under severe fire attacks, your chem spray would be directly fighting against the flamers.

Offline macmacnick

  • Community Ambassador
  • Salutes: 121
    • [Clan]
    • 16 
    • 35
    • 19 
    • View Profile
    • Steam Profile: Macmacnick
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #10 on: May 01, 2014, 07:56:51 pm »
Well, I guess us cakes all got what we wanted, the 'OHGODOHGODOHGODTHEYHAVEFLAMERSEVERYBODYBRINGCHEMSPRAY' response.

Offline Squidslinger Gilder

  • Member
  • Salutes: 287
    • [TBB]
    • 31 
    • 34
    • 45 
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #11 on: May 01, 2014, 08:33:46 pm »

Offline Wundsalz

  • Member
  • Salutes: 72
    • [Rydr]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #12 on: May 02, 2014, 06:49:57 am »
Chem spray should move to a 4 second cool down and 25 second duration with 2 stacks removed.
I'd like to see and adjustment with numbers similar to these. It'd allow an engineer to apply 2 mallet hits on a freshly sprayed components if they're well timed before the buff wears out. Also a reduction of the the sprays actual extinguishing power would emphasize the sprays role as preemptive tool.

Lets buff the extinguisher!

My problem with your idea is the function is unlike anyother tool or gun or whatever that it will requier special coding i bet.
I dont mind that solution, i just think there is a less complicated one. And that could be simply to add 3 more seconds to the invulnerability to fire + 1.5 seconds less cooldown.
Or something that fiddles with the stats rather than making a new element of its own.

I also like this suggestion. With the new flamer fire stacks to fast to be ignored for the duration of a mallet whack on critical components. Making it more spam-able and having it apply a brief buff similar to chemspray would increase the viability of the extinguisher.

Offline Spud Nick

  • Member
  • Salutes: 130
    • [✦✦45]
    • 40 
    • 45
    • 45 
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #13 on: May 02, 2014, 07:42:36 am »
It seems counter productive to buff the fire tools after a flamethrower buff. I want you guys to burn!

Offline B'Elanna

  • Muse Games
  • Salutes: 82
    • [Muse]
    • 25 
    • 45
    • View Profile
Re: Missed among all the flamer being op, Chem Spray is 5 seconds again
« Reply #14 on: May 03, 2014, 03:37:19 am »
Meanwhile; Cakes go: