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Gameplay / Re: 1.3.3 ENGINEER AND REPAIR TOOL BALANCE
« on: October 30, 2013, 02:03:06 pm »Now the question is, what changes can be made to make prevention feel more like prevention? I think extinguisher is right now.
Here's a thought:
What if the Chem Spray had a much longer duration, but instead of providing blanket immunity or percentile reduction instead prevented the next X stacks of fire on the element in question? It allows an Engineer to prep multiple parts before combat and still do his job in combat (repairing where necessary instead of running around chem-spraying everything repeatedly), while making it so that large fire offensives require an Engineer with an Extinguisher to really deal with.
In a case like this I'd lower it's cooldown to 2-3 seconds (and maybe reduce it's power to only removing 2 stacks), but only apply the preventative buff when there are no fire stacks on the component already: that keeps it feeling good for preventative purposes, but bad for reactive use.
Of course, this would probably require a new graphic for Chem-Sprayed components, possibly with a number indicator (or color-shifting indicator) to show how close the Chem Spray is to being removed. This would allow attentive and quick-to-act Engineers to keep the part safe by refreshing the Chem Spray before it actually gains fire stacks. Once the fire has actually breached the protection, however, the Chem Spray is strictly worse than the Extinguisher.
So something like this...
Chem Spray
Extinguishing Power: 2
Cooldown: 2
Special: Applies a fire shield to non-ignited components for up to 2 minutes. The first 8 stacks of fire damage that component would take are negated. Once 8 stacks of fire damage have been negated, the buff is removed.
I like the sound of that, if it was doable it would certanly give the Chem Spray its place.
I have to agree with Sammy B.T. though, protecting component from damage shouldn't be thought as the exclusive responsability of the engineer, if the ship is under fire then it's the pilot's responsability to move away, otherwise you keep on reciving more stacks of fire then you are putting off.
So just like with the mallet I don't see taking more damage while on cooldown as a flaw, it's just a consequence of not being able to move away.