Info > Feedback and Suggestions

Extinguisher Buff

<< < (3/8) > >>

MightyKeb:
I'm for 1 sec cooldown and 5-6 seconds of fire immunity,I find that one of the more interesting aspects of engineering is considering the damage type. Making that hard choice between chemming the fire and malleting the stacks off, or barely managing to mallet the armor back up against a gatling. Extinguishing between cooldowns makes it a boring and braindead weapon. With atleast a second of cooldown you actually have to put a lot more consideration as to when you're going to mallet. Ext shines in situations where you have a variety of fire and actual damage attacking your ship, but prolonged engagements kill it. It could do well against a gat banshee, which is basically a less efffective version of gat flamer, which the ext cant handle, therefore its underwhelming to use. A one second cooldown would make extinguisher even better at something it's already good at over the chem: Shaving off fires and tanking damage at the same time. Whereas chem is more of simply tanking and less extinguishing long as you play it right.

Wundsalz:

--- Quote from: DJ Logicalia on March 26, 2015, 01:13:58 pm ---I think the best change would be to allow ext to be used during cooldowns

--- End quote ---

It has been like this about 2 years ago and was quite op. It simply prevented fires from becoming a serious threat. Fires need time to stack up and even more time to deal noteworthy damage - more than needed for another tool usage following the mallet whacking in the repair routine.

I think simply reducing the extinguisher cooldown to zero + perhaps adding some additional cool-down time is the way to go. Either way the extinguisher needs some love.

Omniraptor:
wundsalz, fires stack up a LOT more quickly since the flamer buff. I think it might be worth reconsidering. 9 seconds (mallet cooldown) is a long time for the modern flamer to put stacks on components.

BlackenedPies:

--- Quote from: Wundsalz on March 26, 2015, 04:05:35 pm ---I think simply reducing the extinguisher cooldown to zero + perhaps adding some additional cool-down time is the way to go. Either way the extinguisher needs some love.

--- End quote ---

The issue is that it's not a simple fix because it would be the only tool to react like that. It would also promote spamming a component that is on fire. Most importantly it would not fix the fundamental issue of having any use against flamethrowers other than tanking a critical component.

If the majority like this idea then ok let's do anything to make the extinguisher useful. But I think immunity is best for allowing engineers to repair multiple components under fire. It would also help prepare them for using chem spray.

JaegerDelta:

--- Quote from: BlackenedPies on March 26, 2015, 04:16:50 pm --- It would also help prepare them for using chem spray.

--- End quote ---

this is a flawed way of thinking about game balance. the extinguisher and chem spray should be right around equal, with the advantage of using either one dictated by the composition of the teams in the game.  one should not be thought of as training wheels for the other.

the decision between the two should be more akin to the choice between standard repair and buffing engineer. it depends on who and what is on both teams in the game to decide between the two general engineer builds. The same must be true of the fire fighting tools and it wont be solved with just a simple buff/change to the extinguisher, it will require adjustments to every other part of the system as well.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version