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Feedback and Suggestions / Re: Berfing (Buff but also nerf) The chemspray
« 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.
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.