Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Crafeksterty on May 30, 2015, 12:12:02 pm

Title: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 30, 2015, 12:12:02 pm
I was thinking of something that will help chemspray users, and weaken them. Along with making fire still very viable (Perhaps more).

The underlying problem is how chemspray if used correctly can stop fires completely for a long time.
An added layer to this problem is how active the chemspray demands the player to be for it to be used well.
Making the extinguisher less prefered, and opponents choosing fire weapons non-existant.

So i was thinking...

- Chemspray now gives 75% fire resistance instead of immunity (Or another number)
- But the length of the spray is 80 seconds (Or another number) But there also now shows a timer much like the buff hammer
- Fire stack takeaway stay the same
- Maybe lower cooldown by 1 second


Extinguishers immunity changes to the new resistance of the chemspray.
But heatsink stays as immunity (Or changes to the new resistance)



What does this change?

-Chemsprays become much easier to use and is much less required functionally. It will make the chemspray act more like how its intended with less worries of when the chem spray removes but minor worries for fire poppin in. Proactively, it does better. The ammount of fires that can happen should not be alot and enough for the chemspray to handle it.

-But now fire isnt completely stoppable. Fire can now add fires to chemmed components, but the ammount will be minimal and just enough to warrant chemsprayers to worry a little. The new enemy to the engineers should then be Incendiary Ammo. That ammo along with perhaps fire starting weapons will now break down chemmed components into fire easier. Resulting in fire starters to put ships in fire, but not as chaotically and need to put more effort in adding that fire.

-So since chemsprayers now have a worry, and fire starters can pierce against chemsprayers. Extinguishers will server as the saviour of when the fire is starting to get uncontrollable. With the long spray buff, the extinguisher should have no problem fixing any large stacks while the components wont suddenly lose their buff anytime soon.



=In summary, the chemspray Berf will make it easy and not mind consuming to use, the Extinguisher required with it, Fire starters still able to cause fire just need to add more effort into it, like incindeary that may be more usefull because of this.


Whats the catch?

Other than changing a little bit on crew playstyle with the addition of extinguishers now being more usefull and incendiary threatning to pierce the resistance harder, its how The ammount of fire chance % works versus fire resistance %. I dont know how it would calculate.

So if my flamer which has 22% fire cause chance by default, added with incendiary (20%+), then it becomes 42%. The 75% fire resistance would then take 75% of that 42%. Resulting in the component would instead have 11% chance to gain a fire stack from the weapon... ?

Does that sound good? Bad? Becuause versus Banshee which is 35 (55 with incend) on direct hit, 26 (46 with incend) on AoE would Coralate to 9 (14 with incend) on direct hit, 7 (12 with incend) on AoE versus the new chemspray.


What is your goal?
To make Chemspray easier, not as required as it is now + simutaniously make the other elements still usable and have a chance.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Kamoba on May 30, 2015, 12:45:42 pm
I like this, a lot.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Ashunera on May 30, 2015, 01:18:26 pm
Ya know, it would need tweaking, but this isn't a bad idea.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Carn on May 30, 2015, 01:26:59 pm
I like the concept definitely.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Fynx on May 30, 2015, 02:31:43 pm
In my opinion the idea is terrible.

It's not because it's making chemsprays useless or OP or anything like that.

In your scenario:

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.

Unbalancing the flamer is not something everyone wants... I think?
Or do we want chained changes, every change balancing one thing and unbalancing two others...
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Richard LeMoon on May 30, 2015, 03:33:12 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Sammy B. T. on May 30, 2015, 04:34:40 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Richard LeMoon on May 30, 2015, 04:57:46 pm
Using my suggestions, it would only force both if facing two flamethrowers at once.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 30, 2015, 05:06:19 pm
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.

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.

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.

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?
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 30, 2015, 05:17:04 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Sammy B. T. on May 30, 2015, 06:33:23 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?

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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 30, 2015, 06:46:12 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Daft Loon on May 30, 2015, 07:10:58 pm
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
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Hoja Lateralus on May 30, 2015, 07:18:23 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 30, 2015, 08:11:12 pm
@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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Hoja Lateralus on May 31, 2015, 08:28:38 am
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).
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 31, 2015, 11:44:07 am
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Hoja Lateralus on May 31, 2015, 12:55:08 pm
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.

This is a solution I can support, perhaps with some tweaks in numbers.

Edit: Anyone mailed it to Muse yet?
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: GurasOguras on May 31, 2015, 06:37:47 pm
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Daft Loon on May 31, 2015, 07:15:23 pm
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
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Hoja Lateralus on May 31, 2015, 07:52:48 pm
Guras, I'm also spending most of my time as engineer and my point is that running around and cheming stuff is challenging, sure, but in the long run it's more tiring/annoying than fun. So rather than trying to nerf chem I'm rather trying to make it less running around (and perhaps more thinking/tactics). Also I'm not saying all of changes I suggest should be implemented - I'm giving the options and how we should combine and implement them is up to DevApp testing.
I mean, gunner gets to shoot, which is pretty cool, pilot gets to steer ship which is also cool, and engineer(s)? Run in circles, chem, repair and don't you dare to make mistakes, because, hey, here's some moonshine. For some it may seem more like a chore than fun. And, given that I agree with engineer skill ceiling being not very high, it may be a boring chore.

Is chem unbalanced? Crafek argues that it is, you can see why in his posts. For me.... meh. I mean, it's much more effective than extinguisher, but then again it takes much more skill. Some could say that flamer is unbalanced because it takes one GOOD chem-engineer (chem takes one engineer slot) to counter it (and two engineers with extinguishers can't do much). And it doesn't nullify the flamer, it just prevents from being wrecked (flamer still deals damage). Isn't it like saying chute vent is unbalanced because it counters carronade?
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on May 31, 2015, 07:58:33 pm
~ An opinion of a true engineer player, not f*cking festive one. Im sorry for the anger.

The unbalancement here is how its better than extinguisher, and how it negates fire weapons by so much that youde rather just not bring fire weapons against chemspraying engies.
Theres no point for extinguishers.
Theres no point for Fire weapons.

Its not a huge unbalance like i may sound and claiming it to be, but currently how the gameplay forces these choices are bothering me. I want to bring a flamer because i know i can cause chaos, not because it is a pub game.

If you want more decision making in engie play, this idea will make players want to bring both one extinguisher and a chemspray engie along with allowing enemies to bring fire weapons ranging in more things to consider.


I mean, youve played engineer so much that youve gotten used to it and dont see what it does.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on May 31, 2015, 08:54:26 pm
The points are good but I don't agree with the proposals. Extinguishers are somewhat useful now but I think immunity should be 5. The downside of chem is that it slows repairs per second, so bringing fire weapons forces slower repairs. With max chem efficiency repairs per second are reduced by 22%.

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).

I don't think there should be any major changes because it would cause confusion.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on May 31, 2015, 09:35:37 pm
Quote from: BlackenedPies
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).

In most cases it's a nerf to repairs. The extra 5s of immunity is useful but the +7% repair is at the risk of 3 seconds of fire.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Daft Loon on May 31, 2015, 09:45:22 pm
I'd have to disagree with increasing the immunity time, it seems to me like there are 2 main parts to chem

1 - repeatedly applying chem early - boring, repetitive but otherwise easy

2 - re-applying chem with other repairs - difficult, fun and skill based in both timing and decision making

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)

Another slightly out there idea

- Make chem spray into something like engine buffs - a mostly passive effect
- Change extinguisher to somewhere between its current self and current chem spray
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on May 31, 2015, 09:48:58 pm
Muse won't implement changes to mechanics and the community won't agree on major changes. Make it simple or it won't happen.

Quote from: Daft Loon
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)

It wouldn't change the overall effectiveness of 1 and would increase AND decrease the effectiveness of 2 depending on situation.
It can have a slight effect on increasing AND decreasing effectiveness of 1 but main effects are on 2.
In most cases it's a small nerf with minor effect on total immunity- the main effect is repairs.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on May 31, 2015, 10:36:50 pm
Quote from: BlackenedPies
In most cases it's a small nerf with minor effect on total immunity- the main effect is repairs.

Assuming of course that you're facing a variety of damage (flechette/piercing/shatter) instead of all fire.

This is because the purpose of chem is to provide immunity at the cost of repairs per second. Fire is not useless against chem- it reduces repairs by a MINIMUM of 22%! All fire is useless against chem.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Dementio on June 01, 2015, 04:55:36 am
Engineers are not gunners, but they still shoot. Chem Spray may be dull for that one guy on a Pyramidion's bottom deck, but on a Junker's top deck it could be much more stressful for how "easy" it is.

For some of the proposed suggestions which imply that having both Fire Extinguisher and Chem Spray is the best solution, I argue it is not. I hope just mentioning the Mobula here is enough, but also Galleon and Spire might very well suffer as the engineers want to shoot when they are not fixing the components they are closest too instead of running across the ship to fix the other guy's component. The casual player wants to have one tool and be effective with it, it shouldn't require the other tool too. But I am probably making it sound worse than it actually is...

Regarding a less than 100% fire immunity on Chem Spray: Sure, but why. 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. Also, the current Flamer is very different to the old Flamer, since it stacks fires insanely quickly, it might just eat straight through the non-perfect fire immunity while other fire guns don't propose any threat when compared. (Is that actually good?)

A problem that both anti-fire tools share is definetely that they are both very similar and don't have that many cases where they are applied. Mallet and Spanner at least have Repair and Rebuild, but the anti-fire tools just have extinguish while interrupting repair cycle or use before fire to get some fire immunity for a sec. I am making sense here, right?
My point is: No matter what, as far as I can tell if one of these tools don't change their mechanic, there will always be one superior anti-fire tool, which is Chem Spray for the moment as it can actually effectively fight fires with a minimul interference to the repair cycle. For example, what I am thinking about is Chem Spray replacing the buff when applied, whereas the Fire Extinguisher changes to something very similar to the current Chem Spray. Ultimate fire immunity at the cost of less survivabily and manouverbility or the best from both worlds, which will constantly interfere with the repair cycles. This way you could have the same tool twice or combine both of them to minimize the disadvantages for different playstyles, because, for example on the Pyramidion, you may want buff on the balloon so you take a Fire Ext, while on the Hull and Engines you take the Chem Spray so your repair efficiency is maximized. (A thing to note here is that this version of the Chem Spray won't hold while a component is destroyed, while this version of the Fire Extinguisher will.)
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: GurasOguras on June 01, 2015, 09:34:37 am
Finally an right answer! Daniel Dementio explained in a simpler way that with which I have problems due to the magnificence of the language barrier. After all, this idea (although better than everything I've seen so far) is also a nerf to me - a buff engineer. Whatever you wouldn't do there will always be either main or buff engineer nerfed. Any changes to current chemspray balance would be a huge nerf to whole engineer class.

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?
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on June 01, 2015, 11:08:00 am
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.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on June 01, 2015, 11:48:33 am
Again, chem provides immunity at the cost of repairs- that is balanced. If chem needs more balance then change the variables. Devs won't change mechanics and the community will never agree. Forgive me but I don't know if the thread is meant to be serious.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Crafeksterty on June 01, 2015, 12:33:09 pm
That is not balance if it completely makes Fire and Extinguishers to be disregarded.
How the chemspray works, sure its balanced, but what it does for other items is not.

I dont know why my suggestion would nerf the chemspray because it does not. Theres more time to repair and less time to worry for your chems cycles.
One chem would cover the ship, while another engineer can have an extinguisher as a spare. Currently, we recommend chemspray even to newbies because in the long run getting used to that will benefitt more than the extinguisher. The chemspray isnt imbalanced, its what it does to other things is breaking other items behaviour.

Again, why would you bring extinguisher
Why would you bring Fire weapons / Incendiary

Quote
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.


Quote
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?

But then theres no fire weapons hitting you. He lost chem but wheres the threat of fire? Why would you bring extinguisher? If the enemy knows that the ship has chemsprayers, it would be a disadvantage to bring fire weapons or incendiary. The only fire weapon that used in good timing is the flamer, while every other weapon requier chance and luck or recievers fault for fires to come in. Most ships are gattling or pierce heavy because of fire being unreliable. I mean fire doesnt directly kill but rather it is to cause some chaos for the crew on the ship so that it is easier to kill. But it is harder to add that fire. So why not directly kill?
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on June 01, 2015, 12:55:53 pm
Quote
Again, why would you bring extinguisher
Why would you bring Fire weapons / Incendiary

I bring ext on left side mobula and buff engi on squid for reasons. I think it would be pretty balanced with 5 second immunity.

If the enemy has no fire weapons then you don't have to chem which gives you a minimum of +22% repair boost compared to if they do. Plus if you screw up then repairs are further significantly reduced.
Incendiary isn't balanced but that's another story.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Dementio on June 01, 2015, 02:29:33 pm
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.

The current Chem Spray would become the new Fire Extinguisher, just not as good or something while keeping the "Extinguish all fires immediately". Buffing too much is also an issue I feel like, there is no way of stopping somebody from buffing something other than completely destroying the buffed component and in competitive literally everybody brings it. My main issue however isn't buffing, it is that these tools are too similar to balance out correctly, so I suggest making the tools relatively different from one another without adding a completely new mechanic.

Whatever Muse decides is worth doing or not is Muse's decision, in Dev App they tried a lot of stuff which was more than just a waste of time, since many things weren't implemented or were changed at all. And the community will always make a fuss, like, seriously, try to do a 4v4 where your entire clan stacks on one side and flys only Spires with only Flaks as guns.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: BlackenedPies on June 01, 2015, 02:54:43 pm
Discussion is valuable but the only chance for change is affecting variables not mechanics.

Chem has 3 effects: immunity, cooldown, and extinguish.
It's purpose is to provide immunity at the cost of repairs.

Increasing both immunity and cooldown would berf chem and make it more chemy.
Title: Re: Berfing (Buff but also nerf) The chemspray
Post by: Richard LeMoon on June 02, 2015, 10:49:34 am
Here is another thought. If we treat chem like the buff hammer, we could get some interesting effects.

Here is a quick image. The blue bar on the left is fire resistance. Each bar section is +20% fire resistance, all the way up to 100% (5 bars). If the bar drained completely over the course of 100 seconds, you would lose 1% fire resistance per second. Or, if the gradations were hard (only updated every section), -20% every 20 seconds.

(http://i.imgur.com/SrLXusG.jpg)

Chem (and other fire tools) could then operate in one of two ways. It could work like now, with a single click and a one second cooldown, giving 20% resistance per click. Or, it could have no cooldown and work independently from the repair tools. Aiming at a component and holding the button would gradually increase the bar, as well as slowly put out fires. More than one fire suppression tool could be used at the same time (which makes sense), but no other tools could be used, including buff. This would be like an active cooldown, since you are literally cooling down the component while using it.

I think fire suppression should work this way anyways, even with the extinguisher. Fire suppression would have two stats just like the repair tools. Suppression, meaning how many fires it will put out per second of use, and resistance, which would fill the resistance bar. Other tools could be created as well. Stats for tools would then look something like this.

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%

The good thing about this mechanic would be that any fire tool (depending on the stats) could be used to increase the fire resistance or put out fires. Some would just be better at one or the other. An 80-100% 'chem cycle' would still be relatively easy to maintain with chem spray, and perhaps possible with crazy extinguisher skills in smaller areas.