So, fire has felt a little too deadly for awhile now, not in the damage alone, but as a xeno, it takes at least 7 seconds to get rid of most fire, while you’re taking damage and immobile and prone.
Resist 1: 5 secs of not moving while taking damage
Input pause after the resist where you cant resist again for 2 secs
Resist 2: 5 secs of not moving.
On humans, they drop and roll and the animation takes 2-3 secs to be rid of fire. Why the HUGE discrepancy?
Got set on fire at full health as a runner, by the time I ran two screens away to resist (as marines chase you and kill you while immobile if you dont run), I died after the first roll, while standing back up preparing for the second.
Its too punishing. Lucky shot for marine with a bullet- 30-50 health, which hurts but isnt a death sentence, balanced.
Lucky shot for a marine with a flamer - at the very least, you’re gone for 8-20 seconds just to not die, let alone heal to a threshold where you wont immediately die if you get caught on fire again.
My suggestion is to either dampen fire down to a similar ‘punishing but not lethal’ category, or change Xenos’ resist to be on par with marines in duration. It’s just super, super frustrating when marines can spam something that’s such a huge break in gameplay, let alone the fact that boilers as a T3 will lose 75% of their health from a single normal fire if theyre resisting it alone. Watching a marine set you and their friend on fire when youre fighting them, and the marine thats on fire is basically out before they’re off your screen as you’re fleeing, just is kinda dumb. Either make it as punishing for both, or, make xenos resist on par with marines.
Its still a threat, still does dumb damage, and you’ll still die if you’re not close to an escape, but it’s less a jackpot hit for marines and more of the tool/discouragement it’s meant to be.
fire got balanced around fellow xenos being able to pat/spray it out(however many years ago that got added)
this leads to A. fire being put out way to quickly and feeling horribly useless as a marine flamer
or B. fire dealing way too much damage because you couldn’t find a fellow xeno to assist
Fire is incredibly punishing for xenos that go alone and dont work with their team.
It is a punish for bad teamwork.
Further more xenos can even build acid pillars, wich automaticly put out any xeno near them.
Its hard to stay on fire as xeno if your figthing WITH your team.
Furthermore, Marines cant roll 2 seconds and put out fire. If marines are REALLY on fire, they need to be put out with a fire extinguisher. Otherwise the rolling will take too long. Something basicly every medic carries, and is avalibel in the medical lobby for all marines to take. Teamwork.
If nobody helps them, marines will also be badly punished by being set on fire.
By far more so, being that the dmg potential is far higher for human mobs. And xenos can rest to quickly regenerate the dmg taken.
If your having troubel with body fire as xeno, maybe dont go in alone.
yo go and use the flamer as a marine and you can see that it really isn’t that strong ( outside of backline) 9/10 times you flame a xeno outside of them being 90000 tiles away from another xeno they will live !!
Wait until they learn about how long it took to rest as a xeno a year ago.
Anyways, this post fails to take into account fractures and shrapnel. Shrapnel can be spammed semi consistently with normal runners, or fully consistently with hedgehog ravs. You have to stand still for 3 seconds while you dig out the shrapnel, and moving can cause fractures.
Fractures are lingering and require 5-10 seconds of splinting unless you are helped by someone else, in which you both have to stand still and are very vulnerable to attacks. Fractures also permanently hinder your gameplay until you get surgery to fix it.
Not even going into organ damage or IB or huggers, fire, which is the only thing even remotely close that marines have in their arsenal, really doesn’t seem that bad comparatively.
nah mate fire is fine how it is. as others have pointed out fire is non issue if not alone. also fire is the boilers hard counter, that’s how its meant to be.
now i do agree that runner melt a tad to fast, but that not worth a full on rework of over all damages.
also, flamer is good, 110-250 burst dmg isn’t bad on a weapon that you don’t have to aim, get in close quarters for, pierces enemies, stuns with delay, and most importantly reshapes terrain, but ye it has weaknesses
(you can run before going into crit, unlike other burst dmg weapons)
OT intensity based fire armaments. But these are balanced by marine attention and the skill to make them properly. I’ve seen whole batches of potential game changing armaments be left in the cargo dropped crate just to be unused or unseen.