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#1
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Firebugs tend to be looked at as the least useful class, and it's rare that they're ever seen on Hell on Earth.
On the other hand, personally speaking, when using the firebug on the easier difficulties (hard or below), they tend to be rather good. Apart from a complete inability to take out fleshpounds, they can kill scrakes, and can kill anything below a scrake rather easily. I'd rank them as the best class to play as for waves 1-5 in terms of survivability and effectiveness. Ideally then, they need changes which will improve them on harder difficulties, without overpowering them on earlier difficulties. I would suggest the following changes be made to firebugs, to make them more feasible to play endgame:
I think implementing the above suggestions would go a long way towards making firebugs more desirably again on harder difficulties without overpowering them on earlier difficulties. Below are my original thoughts, which were condensed into the above list.
Spoiler!
Last edited by Althamus; 06-27-2012 at 04:17 PM. |
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#2
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I like point 2 a lot, would be very helpful for the team. The others, i dunno.
EDIT: I also like point 6, that the total DoT damage is the same, just done faster (over 8 secs, instead of over 10 secs, for example) Another thing i'd like to point out, which is also a reason why the DoT is a little weak (in particular in the higher difficulties) is that the damage of the DoT "increases" over the duration. The base DoT's first tick of damage is as low as 22-24 damage, and the LAST tick of the burn deals as much as 60-78 damage. The total damage of the whole burn is between 419 and 510 damage. Which means an average of 464 damage. Instead of having such an "increasing" damage over time, I'd rather let each tick be equal in strength, thus each tick should always be dealing 46 or 47 damage. That could make a slight improvement too perhaps?
Last edited by Aze; 03-14-2012 at 02:02 PM. |
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#3
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I didn't realise the burn DoT increased in intensity as it went on. Seems a bit odd, I would've expected it to be the other way around logically (after all, if something burns for a bit and then goes out, the fire is normally dying down).
Having said that, I can understand why making it happen this way would be a little overpowered in the game xP I've added the suggestion to my original post for the burn DoT to be constant all through. Also, just thought that IMHO the two main reasons firebugs have such a hard time on higher levels is that a) the mobs move faster and b) they have more HPs. These two factors combined mean that any DoT you put on the mobs has a much smaller effect compared to lower levels, and consequently the firebug in general is less effective. I've mostly been thinking of ways to slow the mobs down to let the DoTs deal more damage rather than just plain old ramping up the firebug's damage. But I wonder whether the fire damage could somehow be % based, rather than a flat figure? This would presumably make the firebug equally useful at all difficulties, because all difficulties are (almost) equally hard for him. I can spot all sorts of holes in this idea before I even began (all difficulties are equally hard = defeats the point, % based damage makes fleshpounds equally hard to kill as crawlers etc), but I'll stick it down incase it sparks off another idea in someone else's head. Last edited by Althamus; 03-14-2012 at 02:04 PM. |
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#4
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Level 6 firebug's flamer delivers 35-38 burning damage in the first second, 96-124 - in the 10th. I agree this is stupid and already suggested to change it in this post. |
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#5
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I'm always supportive of making firebug more useful, it is one of my favorite perks, but sadly you never could use it on top tier difficulties, it just didn't do enough damage or support to merit using it.
There are so many who wish the same as you and I, I just hope it happens eventually. |
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#6
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Shorter burning with the same total damage, average damage per tick and insta-crispen for the husk cannon all sound good to me.
I don't know how crispen works, but it should also be possible to hose down a ZED to make him crispen really fast, so some sort of fire-damage-dealt threshold for the crispen effect would be good, if it isn't already in place.
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#7
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As far as I know, crispening happens 10 seconds after the zed has been set on fire (by flamethrower/husk cannon/MAC10, not explosives(demo)). It's a good idea to quicken that based on amount of fire though, to allow players to hose fps down and crisp them much faster.
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#8
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100% agree on all points, except the Husk Gun. At this point the best thing to do would probably be to write it off as a gigantic cluster**** and start from scratch with a gun nearly identical to the one that the husk actually carries, replete with the unlimited ammo, recharging cool-down, slow ROF, and (likely) high weight. Oh, and it shouldn't cost as much as 5 1/3 FTs when the FT is infinitely more useful (read: less horrible) than the husk gun. The only use I've found so far for the husk gun is stunning scrakes, and there are MUCH, MUCH cheaper and easier ways to do that.
Also at the risk of shameless self-promotion I think that this fits perfectly with your second point. Last edited by Lacedaemonius; 03-18-2012 at 07:28 PM. |
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#9
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I agree with lace here. As to the Husk Launcher, they should definitely re-work it. It's like a bad attempt by TWI to create a longer ranged weapon for pyros. A better idea would've been to give it a moderate on-impact damage increase and give it unlimited ammo with a (3 / 5 second?) cool down. Although, I like the charge function, if someone edit'd it, they could implement my earlier thoughts and just make it so you do moderate dmg with a low power shot and a charged shot (5 - 10 secs?) about the same damage as the law (Lower but close, though) Ack, anyway, My favorite point is 6.
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#10
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Quote:
I reckon the husk launcher could get infinite ammo, larger impact damage, auto-crispening effect and that's it. After all, getting hit by a husk rocket ingame doesn't exactly give your health a pummeling as would be represented by the husk launcher becoming a LAW. I think the auto-crispening thing would be a big bonus for bugs, especially on HoE. The ability to pop a FP and drop his movement speed cannot be underestimted. Plus, for everything else it'd give them time to get hurt by the DoT. And it would kinda fit with the fact that the husk launcher has a lot of fire without actually turning it into another boss mob hunter. |
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#11
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#12
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Ah, phew. I can agree with a husk launcher becoming a bit like an M79. I was thinking (probably because I'd just come from the "make the LAW a super-weapon" topic) that you were talking about making the husk launcher into a FP killer, and was thinking it didn't really fit with how I imagined it to be.
And now reading over your post again, I have no clue why I thought that. Actually, the more I thinka bout it, having a husk cannon as a kinda cross between the M79 and M32 (but with maybe lower damage and no bonuses vs fps) would be kinda cool. Next question: The firebug currently has 3 weapons: Flamethrower (which can kill at short range and kill many things very quickly). MAC10 (which can kill at medium range and can Husks as well. Kills things pretty quickly on spray and pray, or moderate speed on single shots). Husk cannon (which can kill at long range, slow firing rate, AoE) Thompson gun (which is probably coming to firebug from what I've read, and which I'm guessing will be medium range again, hit harder and have a slower firing speed than a MAC, but mostly fulfil the same role as it. Although any IRL gun buffs out there, feel free to correct me if the Thompson was well known for certain traits). What other types of guns would work well with firebugs? If we were to have another one added? Are there any other fitting roles a weapon could fulfil? *cough* Sidearm medium range accurate slow-firing gun maybe? So you can snipe a little better than with a MAC, or without giving up the FT for a husk cannon? *cough*. Last edited by Althamus; 03-19-2012 at 11:24 PM. |
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#13
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I think husk cannon is fine D8 D8
With the help of a pipe spam, we did ok against the Patriarch on HoE KF HoE Husk Cannon DERRRRRP - YouTube
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#14
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I wholeheartedly agree on making the burn damage over time more efficient, especially so everyone isn't "oh...a Firebug... :[ " on Suicidal/ Hell on Earth.
As far as the Husk's fireball launcher goes, I think it fills a nice anti-Scrake niche. Even off-perk (Demolitions, for example) you can still stun Scrakes. Give it to a Sharpshooter (for the lulz) and you can two-shot Scrakes like with a crossbow. A glowy, noisy, iron-sighted crossbow that charges in 3 seconds. xD The additional magazines for the MAC10 are definitely appreciated. Now it's even harder to completely run out of ammo for Firebug weapons even if you're spraying. ^_^ As far as the IJC Thompson goes, it would be nice to get for the Firebug but we'll see how the voting goes, how it will compare to the MAC10 and so on. |
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#15
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If firebug needs anything, it is to also have a 10-11 grenade slot!
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#16
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I've condensed my ideas a little into 3 viable points which seem to have a lot of support from the community, here and elsewhere. I've tidied up my post a little and will give it another week say, to get any more opinions back before linking it to TWI. Not sure if anything'll come of it, but I'll have tried ^_^
Talked to a friend, and he came up with the following suggestions. Any thoughts for them?
Last edited by Althamus; 03-25-2012 at 12:28 PM. |
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#17
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2. No, do not weld a sleight bit faster. I disagree. 3. No, do not allow enemies to take damage through welded doors. 4. No, nades for FB should be treated the same. 5. YES, i do agree a lot with this statement. FB should have at least a 7-10 grenade slot. If it were 10, i'd probably play FB a lot more! |
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#18
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defintly agree with the shorter time required for crispening a zed when its being hosed by a FB, and the zed should be slower when crisped. I swear, I always thought that a zed on fire, was a slow zed. I guess all those times I played as a level 3 FB, was my fault for flaming the FP's and scrakes
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#19
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Sorry, slight misunderstanding.
Crispened zeds DO move slower than normal zeds, however after a zed has been set on fire, it'll burn and move at normal speed for 10 seconds, THEN move slower. Obviously this is of lesser use on HoE when zeds will take less time to reach you, and will often reach you before they crispen. I was hoping that zeds would start to move slower as soon as they're set on fire, with the movement speed smoothly decreasing between normal at unburnt, and the current crispened movement speed. |
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#20
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Quote:
Regardless, i like the suggestion of having iginited specimen to INSTANTLY be slowed down (like, 20%?). That would be very good and very powerful, but still not TOO powerful. Point 2, i like all of it ![]() Quote:
Afaik, when the crisp takes place depends on the specimen. Also, the panic duration is dependant on when they start the panic (it is the remainding time of the burn). For example, the Scrake panics after 6 seconds of burning and thus panics during the 4 remaining seconds of burntime. A Clot/Crawler/Stalker, they panic after only 3 seconds of burning and thus (if they don't die) panics for the remaining 7 seconds. Imo, leave crisping as it is now, otherwise the Firebug will propably be seriously overpowered. Quote:
Last edited by Aze; 06-27-2012 at 04:01 PM. |
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