I've brought this up before, but I'm doing it against because it just really bugs me. xD
Personally I think the negative side effects of the chute vent and hydrogen are significantly more... well negative than other pilot tool items, especially when you compare it to the positives.
Hydrogen
-60% vertical drag
+350% climb force
+50% chance fire ignition
75 dmg/s
Effects last for 3 seconds after deactivation
Chute Vent
-60% vertical drag
+200% descent force
65 dmg/s
Effects last for 3 seconds after deactivation
Moonshine
+200% thrust
-50% longitudinal drag
+1000% angular drag
30 dmg/s
Kerosene
+150% thrust
+300% angular drag
10 dmg/s
Phoenix Claw
-65% angular drag
+300% longitudinal drag
13 dmg/s
Balloon HP - 1200
Heavy Engine HP - 525
Light Engine HP - 300
We're going to compare the main tools for mobility. Things in green are treated as positives, while things in red are negative side effects. Things in blue can go either way (although in most cases, they're good things. Think ramming without having your ship bump off course).
The first interesting thing to note is the activation period. The balloon tools are the only ones on this list that continue to be in effect even after de-activation. (Other tools that continue are drogue chute and bumpers, which reduce engine output but don't damage components)
The next thing is that the balloon tools only act in one direction, where the remaining tools act in two directions. Kerosene/moonshine works forward and backwards; where phoenix claw works both left and right. Hydrogen only benefits the up direction, and chute vent only works in the down direction.
Finally we come to the sheer amount of damage.
Hydrogen does 6.25% of the balloon hp per second of use (for a minimum of 18.75%; or 225 total damage)
Chute vent does 5.41%, for a minimum of 16.25% (or 195 total damage)
Where kerosene is only 1.9%/3.33% (Heavy/Light), Moonshine is 5.7%/10%, and phoenix claw is 2.48%/4.33%
With each of them only lasting as long as you have it active (have a minimum damage of 10, 30, and 13 respectively)
It should be noted that as components become damage, their function is reduced. This can be seen with damaged engines, guns, and balloons. The more damage, the more performance suffers. And this isn't even bringing up the added ignition chance on the balloon for hydrogen.
Finally getting to the point, I feel that that the balloon tools should be adjusted more in line with the other tools listed here. I use these tools often, but don't enjoy being held back by the side effects. They're extremely detrimental, and don't provide all that much of an advantage. The balloon gets damaged a lot, especially if you keep it active for more than a second, and since it remains active, it becomes very difficult to get the precision you can with other tools.
Sometimes I shoot upwards to avoid damage or get into position to attack, only to find my enemy descending. I can't give chase because the helium makes it difficult to return to descending. If I activate chute vent right after, the damage piles up aggressively and the tools counteract each other. Then there are the times you start up with chute vent, but have to continue using it for 3 seconds while your balloon is being damaged, hurtling towards the ground.
Comparatively I can use moonshine or kerosene to get my ship into position/out of the line of fire, and can get it exactly right. Even if I'm about to overshoot my mark, I can just change directions using the same tool.
Ultimately, I would like to see the hydrogen and chute vent changed. Preferably removing the continued activation, and reducing the damage just a smidgen (maybe 50-55 dmg/s? ; as well as having the ignition chance removed completely, because that feels a bit like overkill. Right now they do server a role, but I really would like to see more of an up and down game in guns of icarus online; instead of reserving those tools for emergencies only.
Thoughts?