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Missed among all the flamer being op, Chem Spray is 5 seconds again
Crafeksterty:
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.
Alistair MacBain:
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 ...
redria:
--- Quote from: Alistair MacBain on May 01, 2014, 01:04:53 pm ---In most cases i just used my chem and was fine. I can barely imagine situations where i want a ext atm ...
--- End quote ---
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.
Crafeksterty:
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.
Richard LeMoon:
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.
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