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chem spray: Perfect, or a little too powerful?
Squidslinger Gilder:
I don't like chem on Squid builds. There is so much repairing that happens on them where Chem cycles break. Not to mention you want engineers ready to man guns in a moment's notice, not running around chemming everything. It takes them time to get from far engines back to guns. If cycles drop, because engines are so weak on the ship, it severely cripples the vessel. When cycles drop, this happens and pretty soon you've got dead engines left and right and dead in the air. Can't have people waiting on chem spam or letting parts die. Better to fly evasive and run all extinguish than to have a ship wreaked with fire and waiting on cooldowns.
Indreams:
--- Quote from: Gilder Unfettered on March 18, 2015, 04:33:51 pm ---Can't have people waiting on chem spam or letting parts die. Better to fly evasive and run all extinguish than to have a ship wreaked with fire and waiting on cooldowns.
--- End quote ---
I agree.
Pilots are also a large part of firefighting.
Unmanageable and destructive fire only really happen through the flamethrower. It is pilot's duty to evade away from flamethrower arc, or back out of the hot zone before the engi's chem cycle breaks.
One can't fly near Cake mobula and complain that the engineers aren't doing their job. Pilots need to help Engineers repair by avoiding fire hazards.
Arturo Sanchez:
Here's a nerf for chem spray.
10+ stack means chem spray simply stops working to extinguish. It does however freezes the stack as it cannot rise any higher. It just wont ever go down.
If anyone hasn't noticed I was taking a piss. proper chem patterns are not so simply done as you must balance repairing and maintaining that chem.
It's weakness? Other types of damage and its obviously possibly fatal cool down. There is a reason many ships do not dual wield the same kinda guns on a single side.
If you're relying on flame dmg so much then clearly you are using your ship incorrectly. Or as it often happens in this game, you got counter picked.
As for the chem vs extinguisher thing. Chem cool down is the difference between a broken part or not. While an extinguisher can instantly recover lost dmg to prevent that break. There are instances where you are locked into a part and extinguisher is where it is best utilised.
pros and cons on every side. You can't fault a player for playing their part too well.
Kamoba:
Chem Nerf not needed, or else any flame weapon would be too OP.
Although Chem Spray is much more effective at its job, nerfing it would make it too ineffective and flamers would create more complaint problems than they do now, banshees, flaks and Hades would become new meta.
Extinguisher buff to make it a little more effective, some good suggestions in here for how to do that.
David Dire:
--- Quote from: Kamoba on March 19, 2015, 08:48:46 am ---Chem Nerf not needed, or else any flame weapon would be too OP.
Although Chem Spray is much more effective at its job, nerfing it would make it too ineffective and flamers would create more complaint problems than they do now, banshees, flaks and Hades would become new meta.
Extinguisher buff to make it a little more effective, some good suggestions in here for how to do that.
--- End quote ---
I think both are balanced fine. The chem spray would be OP, but, look at it's cooldown, that's a lot of damage you may have to take before you can repair a component.
Fire Extinguisher can keep everything pretty healthy from a Flamer attack, and allow you to get away, unlike Chem if you're caught by surprise.
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