I like the idea as well, more damage for what you have or more fuel to spread. The skills that support that magazine increase though, need to make fire a good thing to put out whilst not being damaging enough to allow you to save all that fuel. Ground Fire is a good place to start simply because the skill promotes using fuel on your environment too but again, the 2s groundfire duration makes it more of a flash-fry on the spot than something you can blanket an area with.
Update to my thoughts also: Groundfire should bump it up to what, 4-5 seconds of groundfire? Double duration? And apply to molotov too so it's also a flarotov skill (This is not OP at all, molotov is essentially groundfire in a bottle with a nice little direct-hit bonus). The final ZT skill "inferno" should be broken up and divided among BBQ and Napalm, even if it's in smaller percentages like 10% vulnerability and 10-20% slower. Napalm also does 50 damage on contact now whereas shrapnel does 10 damage - I think shrapnel should do the 50 damage and Napalm should simply get another schtick like the aforementioned slow/vulnerability.
Also one point I think is important to make: The Napalm skill, through all its' iterations, only activates its' boosts when fire is spread infectiously and does not apply at all to firing or anything else. I just want to say I think this is a mistake - Honestly, I think infectious fire should simply be replaced with another gimmick. If infectious fire absolutely has to stay it needs to be brought up to a point where it's as noticeable as Shrapnel. Though like I say I think Napalm needs to go (keep the name!).
Oh also if Napalm is keeping a duration boost it should be the same as BBQ and not simply on contact. "Napalm" implies you have now got military-grade fightin' fuel, and thus everything that leaves your gun should be boosted by it whether it's sprayed onto zeds, the floor, left to afterburn or whatever. Applying it only when a zed bumps another is silly in my humble opinion!
Update to my thoughts also: Groundfire should bump it up to what, 4-5 seconds of groundfire? Double duration? And apply to molotov too so it's also a flarotov skill (This is not OP at all, molotov is essentially groundfire in a bottle with a nice little direct-hit bonus). The final ZT skill "inferno" should be broken up and divided among BBQ and Napalm, even if it's in smaller percentages like 10% vulnerability and 10-20% slower. Napalm also does 50 damage on contact now whereas shrapnel does 10 damage - I think shrapnel should do the 50 damage and Napalm should simply get another schtick like the aforementioned slow/vulnerability.
Also one point I think is important to make: The Napalm skill, through all its' iterations, only activates its' boosts when fire is spread infectiously and does not apply at all to firing or anything else. I just want to say I think this is a mistake - Honestly, I think infectious fire should simply be replaced with another gimmick. If infectious fire absolutely has to stay it needs to be brought up to a point where it's as noticeable as Shrapnel. Though like I say I think Napalm needs to go (keep the name!).
Oh also if Napalm is keeping a duration boost it should be the same as BBQ and not simply on contact. "Napalm" implies you have now got military-grade fightin' fuel, and thus everything that leaves your gun should be boosted by it whether it's sprayed onto zeds, the floor, left to afterburn or whatever. Applying it only when a zed bumps another is silly in my humble opinion!
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