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chem spray: Perfect, or a little too powerful?
Lanliss:
Chem spray is amazing. Complete fire immunity, plenty of time in between for repairs. But what if it got changed? I think it could use a tiny nerf, to break up the monotony of circling the pyra. What if it only defended against a certain number of stacks? I am not sure of the math, but it could be rigged so that it lasts just enough stacks that a chem cycle on the pyra can keep it up. If you stop to repair, you will take a little fire for it. Then there are the ammos that add stacks in one way or another, which would cause it to last less time. Maybe add a bit more adrenaline. My exact plan might be a bit too much of a nerf, but I am sure people will agree that having complete impenetrable fire immunity is a little ridiculous. Any other ideas are welcome.
Hoja Lateralus:
Chemspray is fine as it is, the extinguisher is underpowered. Also, pyramidion is not the best example because it's really elegantly designed and engineering on it is very easy and logical. As a main you can spray all bottom deck very easily. But take a look at junker, for example. It's not so logical and easy anymore. If you want to break a routine of chemsprays I'd rather think about some kind of extinguisher buff rather than chemspray nerf.
Crafeksterty:
Yeah, i would like an extinguisher buff because i hate using the chemspray as an engineer. I simply dont like the safety from fire, but rather fight fire.
Best extinguisher buff i think is 0 cooldown.
But it cannot extinguish during cooldown.
To buff it further
It can extinguish during cooldown.
But thats then the line i think it gets too powerfull. Maybe... it seems balanced just enough in my head, but enough to not pick chemspray for the most of times.
Kamoba:
As OP as we all claim Chemspray to be, it's not overpowered, its just so much better than ext it has to be sold as a magical tool, someone takes all flamer squid or double flamer pyra? Chemspray will be perfect, but swap one flamer for a carronade and suddenly the rebuild and chemspray becomes too much, making it a great combo, and showing the chemsprays weakness, rebuilds.
Personally I'd like an Ext buff, so that I don't have to cry when I have a crew of engineers who refuse load outs because they prefer ext and the enemy is a flamer squid... :)
BlackenedPies:
I don't think removing the flame cooldown would be enough. When under constant flame and you're tanking a component it makes little difference from 2 sec cooldown + immunity. I think it should have a 5 or 6 second immunity to make it viable but still inferior to chem. If chem is OP then flames are plain ridiculous.
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