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.
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.
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.
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?
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.
~ An opinion of a true engineer player, not f*cking festive one. Im sorry for the anger.
A berf for chem is increasing cooldown and immunity to 6 and 30s. In practice this would both increase and decrease repairs per second when used effectively, and add a bit more strategy. In likely scenarios it would increase and decrease repairs by around 7% (compared to current).
Having longer cool downs and immunity time seems like it would make 1 more effective and 2 less effective (can't see reducing them much making sense either since that's what the fire extinguisher is)
In most cases it's a small nerf with minor effect on total immunity- the main effect is repairs.
It will be balanced to a point where only very few fire stacks will be applied to the chem sprayed component to the point where it can be extinguished with Chem Spray alone.The idea was youl have to add more effort if youde want to add more fires. Ofcourse chemspray should still be able to combat fire, but fire will always find a way. Because fire will always find a way in lower precentages, chemspray repairers will be slowed down. While the extinguish repairer wont be. Adding to the argument of having one chem and one extinguisher to be good.
Let me try to explain then once again: A good engie is not only that engie, who know how to run in circles and chemspray. You can teach every noob to do that. If you guys are trying to tell that current chemspray in right hands is imba, then HELL IT IS NOT! You completely don't consider fact that components need to be repaired and rebuilded. When for example main engineer on Goldfish is tanking the hull, because opponents are very fierce on gatling, then he'll have to stay on it and engines will lose chemspray buff. You get it already, or still need more examples?
Again, why would you bring extinguisher
Why would you bring Fire weapons / Incendiary
You mean you couldn't have a component buffed and chem sprayed at the same time? No. It won't go past Muse and the community will fuss (many will vehemently oppose). There's tons of ways to increase balance but the only ones that matter are those with the possibility of being adopted. Unless the thread is meant for imagining balance.
Tool | Suppression | Resistance (stats are per second) |
Extinguisher | -10 fire | +5% |
Chem Spray | -1 fire | +20% |
Water bucket | -3 fire | +10% |
Wet blanket | -20 fire | +1% |
Moonshine (joke) | -0 fire | -50% |