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chem spray: Perfect, or a little too powerful?
ZnC:
I don't think either needs a change, and actually think extinguisher is better because it's more versatile.
In the other recent chem vs extinguisher thread I stated my reasons. The first is chem spray only being really essential against flamer suppression. Second is if something actually catches fire in the heat of battle, it is very inefficient for chem to extinguish. Anything that has >10 stacks of fire will take over 20 seconds to extinguish, and still take a lot of damage - something you can solve in a click with extinguisher. Obviously this does not stop incoming fire stacks, which currently only the flamer can significantly dish out.
BlackenedPies:
Oh ZanC we shall break you of that mentality yet!
The only thing the extinguisher works better at is if they only have flares. Presumably when you start an engagement you will have around an initial 20s immunity. Chem is mandatory on the hull of every ship except the mobula for the same reason the hull needs spanner mallet (except squid). You should also chem the hull before it goes down to give you immunity when it gets back up. If you're facing banshee, hades, flame or I'd say even any explosive weapon chem is mandatory if your goal is efficiency. If you're not facing hades banshee or flame you might get by with using extinguisher. Even then it's not max efficient if you're getting shot by explosive.
Squidslinger Gilder:
ZnC:
@BlackenedPies: It would be pretty hard to convince me out of this. :D
The situations I often find myself in are much more chaotic; perfect engagements don't always happen especially if both teams are equally strong. I used to practice chem 100% of the time, but I ran into too many situations where I thought: "damn, an extinguisher would have been so much faster."
When an engagement starts, things will get disabled and damage will be taken. In the time taken to rebuild important components and do some repairs, chem will wear off. If the engagement goes smoothly and nothing else gets damaged you can run chem cycle. But in reality, more damage will be taken, chem will wear off, the hull and balloon might catch fire while you were rebuilding, other things will also get disabled. As chem has a longer cooldown and weak extinguish, it is less efficient when damage is taken.
I prioritize flexibility and optimal time management instead of maximum ship efficiency. I guess this is pretty similar to my gunning creed: "Prioritize hitting the target before optimizing damage."
Ayetach:
I would say like the relevance of a gunner based on builds and ship tactics, the use of extinguisher as it is - would be deployed based on builds and ship tactics.
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