Info > Feedback and Suggestions
Berfing (Buff but also nerf) The chemspray
Hoja Lateralus:
Well, flamethrowers still 'deal damage', chem prevents stuff from bursting into flames. Especially given that you rarely have one flamethrower pointed at you, usually it's 2 flamers or flamer/carro, flamer/gat etc. Also (at least now) when you are being constantly flamed there is much pressure on engineer to maintain chem cycles 'and' repair, which is slower due to chemspray cooldown. If you want less running around and a little nerf to chemspray I'd do something like
-decrease stack reduction from 3 to 2 (that's harsh, but it doesn't break the chem, only makes it flaws more harmful)
-increase the fire resistance by 5-10 seconds (because less running around)
-increase cooldown by 1-2 seconds (given 10s longer resistance I consider it fair enough)
-perhaps (as I suggested in some other thread) give flamer more damage, but smaller clip
Also - chem is much more effective than extinguisher (to the point of extinguisher being completely uncompetetive) but it needs much more skill to pull off good cheming. I think we can find some sweet spot by tweaking stack reduction, fire resistance time and cooldown. It's also easiest to do code-wise (changing several values).
Crafeksterty:
I agree, the sweet spot needs to be found. But then again fire needs to be wanted to be used and controlling fire skillfully shouldnt negate it 100%.
I personaly dont like how the chemspray if used skillfully neglects fire by extreme ammounts, and thats what i see as a flaw or unbalance. You still want fire weapons to be used, chemspray and fire extinguishers should just combat it.
I remember another suggestion now.
- Chemsprays last twice as long (Or 60 seconds)
- The chemicals have health now, like 25 stacks of fire need to be added before the chemical spray effect depletes early.
- 2 seconds longer cooldown.
That way, fire can still pierce a component, but then again the flamer is the only weapon that would pierce it due to how fast it adds fire.
I still think my initial idea kind of balances the problem out because it relies on chances rather than outright On or Off switches.
Then again, maybe im overthinking the effect of fire. Maybe its just a tertiary effect than a secondary effect.
Hoja Lateralus:
--- Quote from: Crafeksterty on May 31, 2015, 11:44:07 am ---I remember another suggestion now.
- Chemsprays last twice as long (Or 60 seconds)
- The chemicals have health now, like 25 stacks of fire need to be added before the chemical spray effect depletes early.
- 2 seconds longer cooldown.
That way, fire can still pierce a component, but then again the flamer is the only weapon that would pierce it due to how fast it adds fire.
I still think my initial idea kind of balances the problem out because it relies on chances rather than outright On or Off switches.
--- End quote ---
This is a solution I can support, perhaps with some tweaks in numbers.
Edit: Anyone mailed it to Muse yet?
GurasOguras:
I do not like any of the ideas for change chemspray and don't understand what people see unbalanced in it. Chemspray is an important part of the game. Gunner or pilot skill can be seen right away, but the engineers and their contribution are very undervalued. Let me explain then. Noobs and greenhorns are using fire extinguisher since they haven't learned yet the value of chemspray or have problems with keeping good cycles. A good engineer's skill is measured in his chemspray and buff cycles. The better engineer is, the higher performance he does. I see no reason to make extinguisher more valuable or nerf chemspray. If you would think for a moment and play a little more often as engi, you would have come to conclusion that any changes like that to current tools would completely fuck up engineer class and it really would change it into a machine running in circles. Engineer class is based on the thinking, on sense of multitasking and making a lot of decisions. A little change in this direction gonna completely fuck up a value of good and experienced engineer.
~ An opinion of a true engineer player, not f*cking festive one. Im sorry for the anger.
Daft Loon:
An idea that might be useful
- Adding fire damage immunity into the mix of chem spray balance (some % reduction to existing stacks and direct fire type damage)
-In the extreme it could be -100% fire damage and -50% to -75% ignition chance, parts would "heat up" and then burst into flames when you miss chem
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