Post by Kitsunenotsume on May 29, 2018 22:53:17 GMT -5
I made some observations today, comparing the viability of the Napalm Canister (Formerly Ballistic Injector) to a standard Incendiary Grenade.
I am using a rank 73 Flamethrower, with a net cost of just over 23,000 bucks.
Relevant skills James has include Explosive Damage 3, Explosive Consistency 4, and Gadgeteering 4.
I observed that activating the Flamethrower and immediately launching as many fireballs as I could resulted in 3 fireballs that took 55 fuel (out of 70) before I was informed I did not have enough fuel to use the function.
A single fireball did 49 damage (when targeted at the edge of my character radius), had a DC of 20 even at close range, and cost 40 stamina.
The results were: per volley, with the abilities I have, results in 3 fireballs, costing 5.5 lbs and 20-25 bucks in fuel, for about 130-160 damage total if spaced out.
An incendiary grenade, for comparison, weighs 0.6 lbs each, for 4-5 bucks each, and with my skills dealt a total of 46 damage with a DC of 17 for 30 stamina.
This means that 3 incendiary grenades are effectively a third the weight, half cost, and generally more accurate, with a larger effect radius, for a relatively meager damage cost, than the 23,000 hybrid weapon with an extra 7 pounds of tax simply to have the option. And that is discounting the ongoing fuel usage from having the Flamethrower lit, since all three of those fireballs are not going to deal maximum damage if launched in succession due to the ground-effect they generate.
With the Pyrotechnics tree, the stamina cost becomes more favorable, but everything else remains heavily in favor of Incendiaries.
I feel like the ability could be looked at to provide a more feasible parity between the very expensive weapon and the cheap and spammable grenade one can get in the tutorial.
This probably applies to all the blast effects, with the Tesla Cannon being an outlier due to the synergy with Recharge Grenade.
As it stands, even with Pyrotechnics there is no effective incentive to use Napalm Canister if incendiaries are available; and if one has Pyrotechnics, Incendiaries will be available to use the abilities it offers.
Without Gadgeteer, this mod would be even further heavily skewed towards Incendiaries, as while it would have lower fuel capacity, one would get less fireballs per reload, and less fireballs per unit-fuel.
My suggestions for how the problem could be approached are:
1) The targeting DC improved for use of a dedicated weapon to launch a fireball as opposed to the grenade anyone can have with any weapon set.
2) Activation Fuel cost could be reduced (which causes balance issues against the single-target alternatives, unless they were likewise cost-reduced).
3) As #2, but also relook at the hybrid ability-mods effects (Such as give one improved damage, and the other improved status-effect)
I am using a rank 73 Flamethrower, with a net cost of just over 23,000 bucks.
Relevant skills James has include Explosive Damage 3, Explosive Consistency 4, and Gadgeteering 4.
I observed that activating the Flamethrower and immediately launching as many fireballs as I could resulted in 3 fireballs that took 55 fuel (out of 70) before I was informed I did not have enough fuel to use the function.
A single fireball did 49 damage (when targeted at the edge of my character radius), had a DC of 20 even at close range, and cost 40 stamina.
The results were: per volley, with the abilities I have, results in 3 fireballs, costing 5.5 lbs and 20-25 bucks in fuel, for about 130-160 damage total if spaced out.
An incendiary grenade, for comparison, weighs 0.6 lbs each, for 4-5 bucks each, and with my skills dealt a total of 46 damage with a DC of 17 for 30 stamina.
This means that 3 incendiary grenades are effectively a third the weight, half cost, and generally more accurate, with a larger effect radius, for a relatively meager damage cost, than the 23,000 hybrid weapon with an extra 7 pounds of tax simply to have the option. And that is discounting the ongoing fuel usage from having the Flamethrower lit, since all three of those fireballs are not going to deal maximum damage if launched in succession due to the ground-effect they generate.
With the Pyrotechnics tree, the stamina cost becomes more favorable, but everything else remains heavily in favor of Incendiaries.
I feel like the ability could be looked at to provide a more feasible parity between the very expensive weapon and the cheap and spammable grenade one can get in the tutorial.
This probably applies to all the blast effects, with the Tesla Cannon being an outlier due to the synergy with Recharge Grenade.
As it stands, even with Pyrotechnics there is no effective incentive to use Napalm Canister if incendiaries are available; and if one has Pyrotechnics, Incendiaries will be available to use the abilities it offers.
Without Gadgeteer, this mod would be even further heavily skewed towards Incendiaries, as while it would have lower fuel capacity, one would get less fireballs per reload, and less fireballs per unit-fuel.
My suggestions for how the problem could be approached are:
1) The targeting DC improved for use of a dedicated weapon to launch a fireball as opposed to the grenade anyone can have with any weapon set.
2) Activation Fuel cost could be reduced (which causes balance issues against the single-target alternatives, unless they were likewise cost-reduced).
3) As #2, but also relook at the hybrid ability-mods effects (Such as give one improved damage, and the other improved status-effect)