Author Topic: Remove Flamethrower  (Read 75562 times)

Offline DJ Logicalia

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Re: Remove Flamethrower
« Reply #105 on: March 26, 2015, 12:58:23 am »
Actual number is a couple hundred under 12k

Offline Koali

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Re: Remove Flamethrower
« Reply #106 on: March 26, 2015, 09:20:59 am »
Back on topic, should we or should we not remove flamethrower?









Keep it, obviously.

Offline Kamoba

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Re: Remove Flamethrower
« Reply #107 on: March 26, 2015, 09:26:15 am »
Back on topic, should we or should we not remove flamethrower?









Keep it, obviously.

It's not something that needs to be removed.

If anything revolved around fire gameplay mechanics needs to be looked at its the extinguisher

Offline Koali

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Re: Remove Flamethrower
« Reply #108 on: March 26, 2015, 09:29:02 am »
Muse pls buff

Offline MightyKeb

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Re: Remove Flamethrower
« Reply #109 on: March 26, 2015, 09:39:29 am »
Id say 8 second fire immunity as long as you extinguish a fire so it doesnt become chemspray v2, obviously this is meant to synergise with pipe wrench and a biit with mallet so this may change the buff meta since its possible to either: keep a few, or a single component alive for a long time but you need to be tied to them which can open up interesting strategies (ie,flame junker main engine and shred hull with gat)

Might even go well with gunner if it gets 2 tool slots since you can indefinitely maintain your gun which is darn useful on heavies

Offline Crafeksterty

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Re: Remove Flamethrower
« Reply #110 on: March 26, 2015, 11:21:30 am »
I just want to remove cooldown on extinguisher, a fire fighting tool that relieves you of cooldowns.

Offline David Dire

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Re: Remove Flamethrower
« Reply #111 on: March 26, 2015, 11:25:02 am »
I just want to remove cooldown on extinguisher, a fire fighting tool that relieves you of cooldowns.


Offline Omniraptor

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Re: Remove Flamethrower
« Reply #112 on: March 26, 2015, 04:05:01 pm »
I feel that with current rate of fire stack acquirement the best way to make flamer viable is to a) reduce cooldown to zero b) make it independent of repair cooldowns, like buff hammer. This would bring it on par with chem as a firefighting tool.

IMO giving it a longer immunity simply brings it closer in playstyle to chem and makes it more boring.

Offline Richard LeMoon

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Re: Remove Flamethrower
« Reply #113 on: March 26, 2015, 06:25:52 pm »
It should have no cooldown and 0.5 second immunity. Against fire heavy teams, bring Extinguisher, Chemspray, Pipe wrench. Never worry about fire.

Offline Tanya Phenole

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Re: Remove Flamethrower
« Reply #114 on: March 27, 2015, 08:50:03 am »
Quote
If you keep sprays going, you're basically repairing with spanner
(c) Sammy, about RPS during spraying in combat.

Offline Sammy B. T.

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Re: Remove Flamethrower
« Reply #115 on: March 27, 2015, 02:41:47 pm »
For y'all wondering the math

Mallet with no chems is 250r/9s = 27.78rps
Pipe wrench is 120r/5s = 24 rps
2 mallets and 1 chem (a safe chem cycle) 500r/23s = 21.74rps
Spanner is 40r/2s = 20

Granted this is for the long game but the general principle applies. Keeping up chems does drastically reduce the general repairs of the ship.