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Author Topic: [PE] Scorched Earth T4  (Read 3705 times)
0 Members and 3 Guests are viewing this topic.
pqumsieh Offline
EIR Veteran
Posts: 2367


« on: July 19, 2009, 12:05:59 pm »

Hey guys,

I recently purchased chemical burns and I must say, the bonus damage and duration are negligible. I wouldn't be surprised if the stats were entered wrong at some point, because honestly, Im not even sure if its working as intended. So you have one of two situations, a rather lack luster ability or an ability that isn't functioning properly.

I purchased it because I use MHT an flame nades quite a bit, so I figured it would suit my playstyle. But after about 3 or 4 games, I must say that it has helped very little if at all. I bring this up because other T4's truely make a difference in the way you play. They are very noticeable, and really improve the effectiveness of your playstyle.

So, if the ability is working properly, does anyone have an idea on what they'd like to see for a T4 ability? Heres my thoughts:

Instead of increasing the damage or duration of the flame ability, why not add a suppression value. Hell, if you were in flames I bet your ass would stop, drop, and roll. So, the T4 might be simply just that, a suppression value modifier on flame attacks. To me, that is the perfect T4. It suits the whole idea of the doctrine and really meshes well with some of its possible playstyles. This modifier would be applied to flame nades, incendiary rounds, and assault nades.

Discuss
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Common sense is not so common after all.
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #1 on: July 19, 2009, 12:36:20 pm »

Quote
Hell, if you were in flames I bet your ass would stop, drop, and roll.

You're not supposed to stop, drop, and roll IN THE FLAMES.
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Let's talk about PIATs in a car.
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #2 on: July 19, 2009, 12:37:41 pm »

Hmm, wouldn't you be able to easily tell if the fire burns much longer?
I guess we can have a look at it and buff it if necessary.
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #3 on: July 19, 2009, 01:05:35 pm »

suppressed units trying to crawl out of an aoe DoT flame effect sounds like an 'I win' button.

How about increasing the initial damage instead?
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Sach Wins! Cheesy

Would people please stop killing my AVREs. Not cool.
pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #4 on: July 19, 2009, 01:22:33 pm »

well, the idea is that you'll be able to actually get more then 2 seconds with the incendiary rounds. Most good players will just move out of it once it lands. The effect could be similar to nebel's suppression, and in my opinion would not be overpowered since it is a T4. Thats all I want the T4 to do, supress. It will allow me to hold units and artillery them with hummels.

Also, the firecracker mine still does jack all. I'd rather have a 0 damage large suppression mine. Thats all we want as scorched earth, the ability to slow down and artillery infantry. Currently, the fire cracker mine provides about 4 seconds of suppression and almost no damage. And that is with the T4 upgrade.

PQ
« Last Edit: July 19, 2009, 01:25:52 pm by pqumsieh » Logged
Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #5 on: July 19, 2009, 01:51:38 pm »

I'll second that the firecracker is useless.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #6 on: July 19, 2009, 01:59:14 pm »

I agree, it does almost nothing, I would much rather have like any tier 2 or 3 from scorched earth.
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #7 on: July 19, 2009, 02:04:05 pm »

I agree, it does almost nothing, I would much rather have like any tier 2 or 3 from scorched earth.
Make the Firecracker a normal mine with flame effects after it detonates. That's all I want from it.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #8 on: July 19, 2009, 02:11:21 pm »

I mean the whole tier 4 not just firecrackers.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #9 on: July 19, 2009, 02:12:39 pm »

Only t4 thats possibly decent for SE is the mine set up currently
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #10 on: July 19, 2009, 02:13:23 pm »

How is that? 10 mun for a minesweeper and your T4 is gone.
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #11 on: July 19, 2009, 02:15:11 pm »

The opening barrage ability doesn't make sense, am I right in thinking it only does anything if the enemy is defending?
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #12 on: July 19, 2009, 02:15:58 pm »

How is that? 10 mun for a minesweeper and your T4 is gone.

True but thats rarely the case. Not a lot people with minesweeper.


Brits recon tommies would be more dangerous, they are often on the field and spot mines.
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #13 on: July 20, 2009, 01:11:46 am »

How is that? 10 mun for a minesweeper and your T4 is gone.

True but thats rarely the case. Not a lot people with minesweeper.


Brits recon tommies would be more dangerous, they are often on the field and spot mines.
But once people know that you have the ability, they'll know to bring a minesweeper for every game against you from then on.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #14 on: July 20, 2009, 01:16:32 am »

The opening barrage ability doesn't make sense, am I right in thinking it only does anything if the enemy is defending?

The current Opening Barrage is more like a wide ranged Firestorm.
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