Info > Feedback and Suggestions

Remove Flamethrower

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DJ Logicalia:
Totally down with a better extinguisher. Maybe remove the cool down entirely like it used to be? Maybe then it can stack up (I swear that's not a pun) to chem spray

Caprontos:
Maybe just change the way fire works in general.. Now this maybe poor but its a thought..

Make it so fire over say.. 3ish stacks doesn't do additional damage then currently.. but higher stacks hurt the ship in other ways.. Such as.. If a part has a high stack count it repairs less then normal.. It functions worse then normal (can still use till its very high for guns.. but the gun acts progressively damaged)... Engines would turn and push for less.. Balloon raises/lowers slower.. etc..

And in so fire doesn't just disable because it breaks everything and you can't do anything cause you don't know how to chem spray or can no longer maintain chem spray.. but it does still weaken an enemy ship making it easier for an ally to kill or for you to slowly kill.. because they can't repair, shoot, or maneuver as fast.. But they aren't entirely disabled..

Also to buff flamethrower then vs chem - make it so fire stacks reduce the time chem spray lasts.. So every stack it blocks makes it lose some time.. So you have to chem more vs flamethrowers then - say a hades.. This might buff the fire ext vs flamethrowers then depending on how its balanced out..

This would have to be played with to find what feels fair both ways.. (ie what is disabling enough that its not a sure win or sure loss), but would be more interesting approach then just dmg based disabling maybe..

Omniraptor:
I think it might be neat to adjust fire stack chance based on current fire stacks, so prolonged flaming becomes a diminishing return. This would be more tolerant of extinguishers, and we could make each individual fire stack more significant in some way, see below.


The 'fire stack disable' could be implemented as fire stacks subtracting from the component's maximum health, so its new peak performance is worse than before.

I've been bouncing an idea around for a while that fire stacks on guns/enginges should increase by themselves if the component spins/fires, so if your gun gains 1 stack and you keep shooting the fire stacks grow on their own. Same for engine, if you don't stop burning the fire stacks increase.

Honestly it's a really difficult problem, how to make flamer balanced and fun at all levels. In tf2 for example fire works much simpler, there is no chemspray equivalent (vaccinator kinda works but sucks for other reasons) only extinguishers.

redria:
Competitive flamethrower isn't a thing? Did nobody pick up the mantle in the past year since Rainbow Crash docked? This makes me sad...

GeoRmr:

--- Quote from: redria on February 25, 2015, 04:13:27 pm ---Competitive flamethrower isn't a thing? Did nobody pick up the mantle in the past year since Rainbow Crash docked? This makes me sad...

--- End quote ---

Both us and SPQR have been using flamers on mobulas all the time.

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