Flamethrowers maybe need a 'slight' debuff? also, mines
Posted: Sat Feb 03, 2018 11:37 pm
admittedly the production needs to be set up, but if you look at the consumption vs effectiveness (and not raw numbers as most people do) in a more practical applied way. flamethrowers are kinda op.
it gets to the point where if one wants to build an outpost it may be worth just running a fluid train down there unless its an oil field and can fuel itself. other turrets barely get to shoot if you have some flamethrowers and some decent walls set out, this also spreads to the handheld flamethrower as well (however its ammo costs more). after expensive testing me and a buddy of mine have some ideas on the balancing matter.
- have the larger and larger enemies have more and more fire resistance, form small, med, large, and behemoth (0, 5, 10, 20% fire resistance?). to encourage alternative weapons to counter stronger opponents (this would also act as a handheld debuff)
- have crude oil possibly only provide 80% damage, heavy 100%, and light 120%? as more incentive to making refining process more complicated to fuel them, with out inherently making the best option any more powerful then it is.
- make them consume somewhere form 5-7 units a second instead of 3 as of current.
i understand the constant resource consumption, inaccuracy, and potential friendly fire (especially on drones) can all be extra costs on the flamethrower turret but i feel none fo these are comparable and make up for the recourse drain constant machine gun fire can cost or the energy spikes form many laser turrets. or that the handheld is likely the best thing next to the tank or rocket launcher. especially with sufficient shields and/or exoskeleton to meet the regen requirements to counter the fire (which im not saying remove, but the fire itself is a bit to powerful).
also as a foot note to this when it comes ot the practical testing fo defences. i get the cost of mines means they need to be powerful but the stun ability lasting 5 seconds seems to be arguably to great. maybe by increasing mine damage and reducing the stun to 1 second would this be better balanced? possibly reduce mine with only a 'slight' damage buff and stun debuff? they just seem as the only way to upgrade the great flamethrower trump-wall in a way that even makes me giggle at the OP flamethrower (or atleast in the eyes fo a drone network, however due to the power of flamethrowers i can say we tested the defensive balance of mines nearly as through).
it gets to the point where if one wants to build an outpost it may be worth just running a fluid train down there unless its an oil field and can fuel itself. other turrets barely get to shoot if you have some flamethrowers and some decent walls set out, this also spreads to the handheld flamethrower as well (however its ammo costs more). after expensive testing me and a buddy of mine have some ideas on the balancing matter.
- have the larger and larger enemies have more and more fire resistance, form small, med, large, and behemoth (0, 5, 10, 20% fire resistance?). to encourage alternative weapons to counter stronger opponents (this would also act as a handheld debuff)
- have crude oil possibly only provide 80% damage, heavy 100%, and light 120%? as more incentive to making refining process more complicated to fuel them, with out inherently making the best option any more powerful then it is.
- make them consume somewhere form 5-7 units a second instead of 3 as of current.
i understand the constant resource consumption, inaccuracy, and potential friendly fire (especially on drones) can all be extra costs on the flamethrower turret but i feel none fo these are comparable and make up for the recourse drain constant machine gun fire can cost or the energy spikes form many laser turrets. or that the handheld is likely the best thing next to the tank or rocket launcher. especially with sufficient shields and/or exoskeleton to meet the regen requirements to counter the fire (which im not saying remove, but the fire itself is a bit to powerful).
also as a foot note to this when it comes ot the practical testing fo defences. i get the cost of mines means they need to be powerful but the stun ability lasting 5 seconds seems to be arguably to great. maybe by increasing mine damage and reducing the stun to 1 second would this be better balanced? possibly reduce mine with only a 'slight' damage buff and stun debuff? they just seem as the only way to upgrade the great flamethrower trump-wall in a way that even makes me giggle at the OP flamethrower (or atleast in the eyes fo a drone network, however due to the power of flamethrowers i can say we tested the defensive balance of mines nearly as through).