Info > Feedback and Suggestions

Berfing (Buff but also nerf) The chemspray

<< < (3/8) > >>

Sammy B. T.:

--- Quote from: Crafeksterty on May 30, 2015, 05:06:19 pm ---
Yeah, the ammount of time could be diminished to maybe 60 seconds. But it doesnt force people to use both. Maybe im missing something here but why should you bring a flamer if you think you can endoure it and just kill the enemy ship normaly?

--- End quote ---

Ever messed up a chem spray against a flare gun? Imagine not messing up a chem spray against them and still having 50% chance of a 10 stack? (2 shots with 25% chance of igniting.

Heat sink flares suddenly become OP unless you have both.

Crafeksterty:
Unless you have both what?!

I mean haha i didnt think about flares but thats amazing, but 10 stacks oh no we all gon die?
I didnt argue for the chemspray incapable of taking out fire stacks.

Daft Loon:
A somewhat tangential point - currently with flamethrower + extinguisher you can (almost?) set 20 fire stacks on a component, remove them, set another 20, remove them all inside 1 clip of the flamethrower.

What do you all think about the concept of making setting and removing fires more difficult in general so that setting 20 stacks on multiple parts becomes an achievement (in the general sense) and is more rewarding in some way when you do.

One possibility being removing the free extinguish on broken components (probably allowing extinguish on them too) and even using fire stacks on broken stuff as a spread mechanic or even adding hull damage (on broken + on fire armor)



Unless you have both chem and extinguisher available for the flare targeted part i think he means

Hoja Lateralus:
How about trying out less drastic changes? Like reduce stack reduction from 3 to 2 but increase the time of resistance by 5-10 seconds? Or something like that? You have you chem nerf and you have your less running around.

I think the idea OP suggests 'may' be acceptable if chem would grant 90-95ish % ignition protection.

Crafeksterty:
@Mr.Disaster, Yeah i tottaly understand what you mean. But you rarely see the use of fire because of chemspray.  Its this critical On or Off situation i feel. If its chemsprayed, forget about adding fire. If its not chemmed FIRE FIRE FIRE! If you look at it in a balance point of view, (Or mine) the fire immunity strikes an unbalance just for that reason.

@Daft Loon, Thats, an odd idea? I mean adding 20 stacks of fire sure is cool to behold when looking at your targeted ships baloon. But because fire does damage within cooldown, and how easy it spreads (AoEs and Fire pellets) its mostly to cause difficult to manage chaos. In my view, 20 stacks of fire is the recievers fault, not the dealers reward.


Oh and, yeah the idea is that extinguisher is the standard fire fighting tool while the chemspray is an added preventer for fire fighting. Youde want both.
But youde survive easier with 2 extinguishers than 2 of this chemspray, which is simply easier for gameplay in general (Ofcourse easiest with both). Chemspray always behaved and read to be a more advanced or situationally different version to the extinguisher. While the extinguisher being straightforward, take out all fires on select component. But youde still be able to fight fires soley with a pair of this chemspray.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version