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Extinguisher Buff
GurasOguras:
--- Quote from: Maximillian Jazzhand on April 09, 2015, 09:40:41 am ---ok surely this thread is about an extinguisher that buffs.
--- End quote ---
Agree. Thread title may be misleading. Someone fix that plz
Does the Extinguisher need a buff? No, I don't think so. I don't think that would help in any way to force people to use extinguisher. Experienced engineers always will prefer chem over it. Chem cycles are part of the game, where the real skills count.
Buffs like ability to extinguish while on cooldown are for me completely ridiculous, because they will break current meta and make chem useless.
MidnightWonko:
I think for engineers it's less of a question of "do I need chem spray," and more of a question of "can I get away with taking extinguisher instead?"
Off-hand, the weapons I look for to answer that question are flamer, banshee, and... uh...I think that's it? Oh yeah, Hades. And also gunners who are crazy enough to take incendiary rounds. I mean, hwacha can start fires, though it normally just explodes everything. Artemis can also start fires, but not very commonly. Flare gun always starts tons of fires, but extinguisher serves as a reactionary counter nearly as effectively as when chem spray is used protectively.
Weapons designed to actually start fires are just so popular, though, that at least one chem spray is almost always needed, and two is just way the hell safer.
Hoja Lateralus:
How thread title is misleading? Buff is the anthonym of the word 'nerf'.
Nobody wants to "force" extinguisher onto anyone. I'd rather want extinguisher to be perhaps a second but still reasonable choice. Now vast majority of veterans say that chem is a must. Go chem or go home. Or at least to see builds 1 chem + 1 ext more viable.
BlackenedPies:
--- Quote from: Mr.Disaster on April 09, 2015, 07:58:13 pm ---Or at least to see builds 1 chem + 1 ext more viable.
--- End quote ---
That's the intention. The extinguisher is the default tool but has no use against the main source of fires (flame).
MightyKeb:
--- Quote from: BlackenedPies on April 09, 2015, 10:15:22 pm ---
--- Quote from: Mr.Disaster on April 09, 2015, 07:58:13 pm ---Or at least to see builds 1 chem + 1 ext more viable.
--- End quote ---
That's the intention. The extinguisher is the default tool but has no use against the main source of fires (flame).
--- End quote ---
As I've said earlier, compared to chem the current extinguisher is meant for dealing with two damage types. Like say, exting the hull and malleting it before the gatling takes down your armor. Unfortunately that is very situational.
And I'll state my ext buff proposal again: Adjust the cooldown and fire immunity time to the point where you can whack a component with the pipe after an extinguish and the immunity would wear off by then. 3 second cooldown and 8 second immunity was my previous suggestion, but now I'm thinking 1 second cooldown and 6 second immunity. You can effectively keep somewhere like the pyra's main deck up forever, it's just that you would have to prioritize and tie yourself to a select few systems and you would need the pipe wrench to pull it off. ( which synergizes with the buff engi, adding a powerful option to their meta and effectively making 1 ext 1 chem viable)
It also makes ext more viable at what it was seemingly intended for: dealing with fire and normal damage at once effectively mid combat.
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