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Remove Flamethrower
Richard LeMoon:
I was being a bit facetious there. The Steam discussions are a good place to not get heard.
BlackenedPies:
--- Quote from: Jaraxlle on February 23, 2015, 05:08:55 pm ---The Flamethrower sucks. It changes the combat in the game for the worse. The game is better off without it.
--- End quote ---
2/3 of this is accurate.
The flamethrower shoots a straight stream of particles with no physics attached. Each particle has a fire chance to catch everything it touches on fire. The particles fly through the ship and one particle could catch an entire ship on fire.
Oh, and there are hundreds of particles and hardly any reload. The hwatcha has a long reload because of its high disable power. The flame has a short reload because screw noobs?
On paper the flamethrower has great specs making it superior to every other weapon. It dumbs down combat to the point of being magic. It's lazy. One gun one kill.
A flamethrower makes sense in this game but this weapon makes no sense. Chem spray like a pro or one gun will kill you. If you don't have or use chem no amount of skill will save you from a single weapon. Be pro or die a boring death.
This is what the whole thread is saying. We don't care it's unfair, you just aren't good enough. It's balanced because chem. Reread the original post guys. Chem is not as advertised.
Jaraxlle I apologize for the behaviour of the people on this thread towards our new community. The mention of taking away the win gun puts them up in arms. This topic makes me angry.
My longest win streak was in an all AI ship with flamethrowers. It was ridiculously easy even against full chem spray ships.
It earned me my 43 win streak. How can an all AI ship with a crappy squid pilot be so successful. I guess all AI squids are just OP.
Lanliss:
Screw you and your OP squid. How is anyone supposed to handle that speed+ the AI accuracy?
Kestril:
I agree the flamethrower needs to be looked at again. Due to it's binary win/lose nature.
Or more concessions should be made to it's arcs or range or ammo to balance it's current power out.
Wundsalz:
While flamers yield devastating results against less experienced players, they don't really pose a threat to experienced crews (flamers are barely ever used in competitive goi matches). The trick is to deal with flamer ships before you slide into a flamer lockdown. Flamer builds generally lack raw damage output and hence can be outgunned before they turn into a serious threat. To pull this off three things need to be done:
1.) chem sprayed hull, balloon (and weapons)
2.) focused and well timed gun fire
3.) if a component is set on fire and gets damaged by another source (e.g. a gatling or carronade) it's usually a futile attempt to extinguish the fires during the engagements. The better call is often to buy some additional time to deal with the ship by malleting the component instead.
That's quite some coordination and team work which is needed to counter a tactic that's as simple as "gunner, point that thing into their general direction and left click!". That's the key problem of the flame-thrower balance. Countering flamers requires an unproportionally high level of coordination.
Overall I think the flamer is balanced horribly right now. It's devastating when fielded against inexperienced crews to a point where some consider to quit playing the game over it. At the same time it's way too unreliable when used against experienced crews - to a degree barely anyone dares to use it as a primary weapon.
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