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Chemical Spray
Daft Loon:
With the removal of flamethrowers ability to pass through ships i think chem spray can afford to be nerfed and would like to see it targeted at one of my least favorite aspects - spraying everything repeatedly in circles before so much as looking at the enemy.
Therefore:
Remove the ability to refresh chemical spray before it expires, either by stopping the timer from resetting or in the extreme by preventing chemical spray from being applied at all to already sprayed components. Some tweaking to the numbers could be added on top of this.
I imagine at least that rather than risk being left with a < 5s chemical spray duration at the start of a fight if blindly pre-chemming, engineers would instead have to chose how early to apply it - balancing the amount of time before you have to re-apply in combat against the risk of getting burnt early - somewhat of an exciting mad dash to get everything covered before the heat goes on.
Squidslinger Gilder:
I'd like to see less emphasis on the horny rabbit engineer chem cycle gameplay too but I think Muse wants the preventative nature of it to remain. Hard to say with balancing as I don't want it completely useless. But to keep it as a preventative measure, they gotta keep it somewhat strong. Unless of course they bring back the % reduction it used to have. So say give it an ultra long effect where you don't have to horny rabbit run but make it's ability not be 100%. So flames still could happen but it just takes longer to stack.
Another idea is have it applied as somewhat of a buff tool effect where when it gets hit with flames, the timer ticks down faster. So say it has a minute timer after spray but under sustained fire, the spray could be lost within a short time. Only way to prevent that is to keep applying the chem. Meaning a engineer would have to sit there chemming the part to keep it the chem sustained. Some cycling could be done but just not full ship coverage. They'd have to prioritize which parts to save and while to let drop.
BlackenedPies:
The flame ignition chance was buffed. Full penetration was a broken feature with the versatility of the gun. Extinguisher is still completely useless in most situations and chem was never the issue.
Removing chem timer reset would change repair calculations and cause players to make huge mistakes on accident. Efficiently using chem reduces effective repairs by at least 22%. By keeping chem cycles you repair practically at the speed of a spanner. Chemming by itself slows repairs regardless of fires.
Regarding the timer going quicker while under fire, this is extremely unbalanced due to the difference between the flame and other fire guns. Fire guns = small random fires, flame = big fires everywhere. If you wanna say chem is OP compared to the other fire guns then yes I totally agree. The flame is broken so chem is balanced.
Sammy B. T.:
As I always seek to point out and skies already did, just because nothing is getting set on fire doesn't mean a ship is not being adversely affected.
When chemming, even the most efficient chemming, you are reducing your repair per second drastically. Imagine if you had a gun that made everyone's mallet a shifting spanner. That is what the threat of flamer does up close.
Mallet with no chems is 250r/9s = 27.78rps
Pipe wrench is 120r/5s = 24 rps
2 mallets and 1 chem (a safe chem cycle) 500r/23s = 21.74rps
Spanner is 40r/2s = 20
BlackenedPies:
Flame was buffed in the last patch except for only penetrating halfway. It starts more fires than ever but only hits what you actually shoot at.
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