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Fire extinguisher vs. chem spray

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Kouhei Sakurai:
(Figured I should reply before I fly off for my grad trip.)

I've always found the chem spray better but I've seen some players use extinguishers well. Furthermore there's a few achievements that require extinguishers (thankfully progression is independent of achievements now), so I'm toying with the idea of bringing an extinguisher. I'm still keeping the chem spray on my default loadout (spanner, mallet, chem) but I have the extinguisher on my buffgi but that didn't go too well and I was wondering if it was a bad idea.

Wolfprints:
I pretty much always bring chem spray. I will usually only bring an extinguisher if I'm on a mobula or the bottom deck of a galleon. Maybe for a spire as well.  It gives you more time to shoot, and those ships often have range builds that keep you (in theory) from taking a lot of fire for an extended period of time.

Indreams:
I'll make an argument for Fire Extinguisher (since its clear the Spray is more popular).

Extinguisher has a short cool-down, and it completely kills the fire. The engineer can get a damaged, burning component back to near full health (extinguish, and in three seconds, a mallet). Also, the extinguisher also gives a very short fireproofing.

Chem-spray has a longer cool-down, and it only takes away three stacks of fire. If the engineer can spray every component of the ship, great. But if the engineer misses a component (because they were fixing the hull, etc.), the engineer has no choice but to let the component burn out and rebuild later. If the burning component is the hull, the ship will take heavy perma-damage.

In mid fight, the extinguisher engineer has the greater advantage by brining a burning engine/hull/balloon to full brim of health.

Dementio:
You know, you are completely right that an engineer with chemspray has to be very cautious in terms of not missing any chem spray at all, but even though it only extinguishes 3 stacks of fire, it prevents more fire stacks.
The problem with the Extinguisher is that even if you may get rid of all fire stacks, the fire can come back immediately after it's cooldown has run out.

Do you want 20 stacks of fire forming during your mallet cooldown or do you actually want to repair the component even if it has 7 stacks of fire?

Indreams:

--- Quote from: Dementio on October 24, 2014, 11:55:41 am ---Do you want 20 stacks of fire forming during your mallet cooldown or do you actually want to repair the component even if it has 7 stacks of fire?

--- End quote ---

I get your point, but...

20 stacks is hardly fair. The opponent would need to have a trifecta flame on you. Otherwise, the flamethrower will be disabled by the gunner or avoided by the pilot before the component receives 20 stacks.

In mid-fight, the component is taking damage from bullets and explosions. I'd rather get rid of 7 stacks of flame so the component isn't constantly dying. And it's too stressful to keep track of all the fire stacks between repairs and rebuilds.

The extinguisher -> mallet combo will usually (note the qualifier) keep the component alive mid-combat.

And in mid-combat, a live component is better than a dead one: a live hull will keep the ship alive, a live balloon will keep the ship afloat, a live engine will keep the ship moving, and a live gun will keep shooting.

Pre-combat and post-combat, the spray shines. Mid-combat, extinguisher shines.

Extinguisher does have its uses.

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