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.