So, after makeing a thread, it seems most people believe conventional fire to be fairly well balanced, and I agree. However, it is INCREDIBLY annoying.
My goal here is to make fire less of a stalling tool and more of a conventional killing tool. I will not touch on OT and research fire.
Naptha (orange fire):
Damage on contact: increased.
DOT: increased
Duration on ground: slightly decreased
B-gel (Green fire):
Armor strip applys faster
Slowing effect now also applys if you are on fire too, to a lesser extent than walking through it
Duration decreased noticeably
Acid spray now extinguishes it instantly
Queen walking through fire extinguishes it, at the cost of some of her own health. Toggleable.
Acid glob on boiler has an effect similar to patting it, not instant extinguish but reduceing its duration.
I feel like you’ve tried to make fire less annoying (which for you, appears to be just the duration at which sticky flames stay on the ground), but have instead arguably made fire even more ‘annoying’ to fight against.
The whole point of regular fire is to
A) force a xeno to disengage/panic, and then chase them down until they crit or rest
B) prevent healing
Reducing regular fire’s sticky flame duration is a nothingburger, you only need the xeno to run through the flame once to get your desired effect, except now said xeno has less grace time before critting due to higher DoT and contact damage. Very significant buff.
Green fire is a dedicated anti-armour, anti-queen/rav weapon. Extremely effective due to the atrocious debuffs it inflicts (armour strip and slow)
Green fire already instantly halves a xeno’s armour the second they walk on a green fire tile, so the ‘faster’ armour stripping won’t do anything.
Making green fire slowdown apply when the xeno is on fire, even with reduced potency is just horrifying- Debuffing speed even a bit lets light armour sweatlords easily catch up and delete you instantly with little counterplay. Every pyro becomes a sniper who can spam mini flak aimed shots everywhere.
Reducing flame duration makes you wait less, sure. But the myriad of buffs here will make everyone wish things went back. Fire will become even more annoying than it is now.
The worst part of fire for me is the “congratulations john rifleman has gotten a flamer from requ and now will be continually flameing a straight line across the front.”
Seriously 90% of my rotates as xeno are just trying to find a entrance that ISNT on fire.
I get the sentiment, but fire is a double edged sword that prevents marines from pushing too. Flaming an entire entrance is really only effective for marines if they’re closing off a flank, or if the pyro is using green fire to flame the front to let marines heal up or push slowly with their UBE.
Fire also does absolutely nothing if there’s no marines around, you can just pat it out with your hands, and you should be with fellow sisters who can invalidate fire by simply patting you anyway.
Both sides will suffer from the same trend of boredom if the frontline is totally greenfired, both will be unable to push.
Honestly, you might be better off by just giving xenos better tools to deal with extinguishing fires like buffing patting the ground, rather than tweaking fire on it’s own.
The flamer shouldn’t only be considered as a weapon for killin’ xenos but also as a tool. There’s a popular Delta SL that commonly uses B-Gel to herd the marines in order to avoid bad pushes and use the flames as area denial. Nerfing the duration on which it lasts while trading it for damage will just end up taking fun out of the flamers and putting them into a more simple minded style of use.
I accidently deleted my post while trying to press the edit button why does it not have a confirmation popup rargh now i have to wait 40 minutes to repost wtfffffffffffffffffffff