Holy jesus maintainers what where you THINKING (Welding fuel PR)

So… played a round with the welding fuel PR that makes gassed fuel flammable.

So gas fuel tanks can be loaded into REGULAR flamers and they spread over a wide range (4-5 tiles wide and like 8 long). Throw a flare and it ignites.

Admins why did you make every marine a pyro.

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ideaguys is that way, or acid goop.

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I’ve taken a break from marines and I’ve been grinding some xeno hours recently and yeah. They somehow turned weedkiller specs into something far far more annoying.

The whole idea of the nerf, Oh you can’t just spray raw welding fuel onto the weeds to kill them instantly thats stupid, but as a treat you can now set fuel pools on fire to make fire thats x10 bigger than even a pyros green flame spread was very poorly thought out.

Even assuming, what I imagine that was tested for OP-ness was the use of the weedkiller sprayer pack, the idea of having remote flames that you can ignite far away can be stupidly effective in cap denial and preventing xeno pushes. One of the downsides to using flamers in push denial is that you have to get kinda close, lunge range to do much use, and xenos can risk it to kill you.

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Admins why did you make every marine a pyro.

we have nothing to do with prs

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This sounds fun as warrior counterplay mua ha ha.

Having played on xeno after the PR, I honestly think it’s a cool idea that’s harmed by incredibly strange implementation. The goal is to nerf weedkiller spray and gasses (which, fine, this is largely solved by just nerfing spray fire rate, which the PR also does). I personally don’t like how this affects toxic gasses, but the addition of ignitable residue is REALLY fun for a lot of builds.

The problem is that it’s far too accessible with how available welding fuel is. Likely nerfing the fueling level on welding fuel will nerf marines having a near infinite access to long-duration, reigniting area denial, or making the residue a research property.