Info > Feedback and Suggestions

Berfing (Buff but also nerf) The chemspray

<< < (2/8) > >>

Richard LeMoon:
My thoughts on chemspray are to make it function completely different than Extinguisher.

1. First, no instant extinguish power. Reapplying chem would not remove any extra fire stacks.

2. Give it a reduced chance of fire like the original idea, but reduce it to 50% or less.

3. Add fire reduction over time. For example, if it had -1 fire stack per second, it would remove 10 stacks of fire in ten seconds.

4. Reduce or remove cooldown.

5. Increase duration.


This makes chem more and less risky, depending on the situation. Since it can be applied instantly, it does not interfere with other repair tools. It can easily combat most weapon fires, such as Banshee or Hades. A few fires would constantly start and go out while under fire from any flame weapon. It can be overcome with very heavy flamethrower use, though. However, if you can escape, any amount of fire would be removed in (using the -1stack/second) 20 seconds. The balance should be set so that one flamethrower is almost, but not completely offset by chem.

Sammy B. T.:
While I like ideas that encourage usage of both flamers and chems on a ship, I dislike how this forces both. Also 80 seconds is a ridiculously long time. While amybe needed to make the tool balanced, its awkward having something combat related last that long.

Richard LeMoon:
Using my suggestions, it would only force both if facing two flamethrowers at once.

Crafeksterty:

--- Quote ---Chemspray can't be used on it's own on the hull or balloon anymore. Unless it's something that hasn't needed chemsprays so much so far.
Spire... (coincidence?)
Maybe it could, with cooldown small enough. Less than 1 sec make sense.
--- End quote ---

Im sorry what? How is that my scenario, and how does a spire find fires not threatning?


--- Quote ---But there's still a much more important issue:
Pyra / galleon / goldfish / junker
A chance for the hull or balloon to get on fire is a chance too much.
Without fire immunity these stacks that hull / balloon catches during mallet cooldown make flamers OP. Incendiary would probably be balanced then, but it's possible to balance incendiary without changing the entire world around.
--- End quote ---

That is... something all ships have in common... Fire is most difficult on difficult to manage ships. You control fire easily in easy to manage ships. While pyra, junker, goldfish and galleon have a far much easier time managing fire than Spire, squid and mobula. Youl want extinguishers to help out over chemsprayers when fire is getting uncontrollable. You can control fire with chemspray, but you fight fire with extinguisher. 1 stack of fire shouldnt be too much of a problem during a cooldown, i dont know how that is turning the world upside down. Specialy since you still can take fire off.

I see that you are too worried about the flamer. The flamer as of now has always done default ammount of fire giving (22% for every hit) It would go down to 6%!!! with the usuall lesmok versus this new chemspray. But 11% if the flamer has incendiary in which then they need to be much closer than default range.



--- Quote ---While I like ideas that encourage usage of both flamers and chems on a ship, I dislike how this forces both. Also 80 seconds is a ridiculously long time. While amybe needed to make the tool balanced, its awkward having something combat related last that long.
--- End quote ---

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?

Crafeksterty:
I like richards idea, to a degree. It is neat but its still uses the same way like the current chem.
By that i mean the mindfullness of it is still there, making it tiny bit more punishing. But then again theres no cooldown.

The fire extinguished stacks per second thing is odd as it makes fire from most other guns like the current chem except the flamer which can apply fire stacks faster than the seconds tick.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version