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Hey look another "Nerf Fireball" thread
#16
(05-23-2016, 08:14 PM)zewaka Wrote: It has been nerfed by Somepotato. Also, "made SIGNIFICANTLY more reliable, now it won't get stuck in a wall."

What does the nerf entail
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#17
NO idea Somepotato did not tell us in the pre-round OOC
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#18
(05-23-2016, 08:29 PM)Noah Buttes Wrote:
(05-23-2016, 08:14 PM)zewaka Wrote: It has been nerfed by Somepotato. Also, "made SIGNIFICANTLY more reliable, now it won't get stuck in a wall."

What does the nerf entail

They are just explosion+fireflash now. It could change later still.
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#19
so the stun is gone? I want to ask if the limb lost is still a thing but I think it is since you said "explosion". Well it's a start, the stun and limb lost is what really annoyed me about that spell. Thanks for working on it somepotato.
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#20
are you sure fireball was nerfed? really sure?
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#21
It used to be stronger, trust me.
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#22
It was very briefly "nerfed" to work without a staff (and create way more fire!) due to a bug

Fireball now fires in a straight line as a pretty darn fast projectile (about as fast as a laser) until it hits something, creating a stunning explosion and a 3x3 burst of fire.
It also seems to more reliably blow open walls, but I may have just been lucky with my rampant destruction.

My only complaint about the change is the inability to stun people and then hit them with a fireball, as the projectile sails right over their prone forms.

Basically, fireball no longer crits people on a direct hit. It just stuns them and sets them on fire... And maybe blows off a limb. But no insta-crit!
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#23
Unless you're lucky.
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#24
On a related note, I believe golems should not be free chem-smoke grenades. There was a reason why smoke powder was made unit-dependent.

Perhaps golems should act like an igniter on death. Any chems inside them that can be ignited (foam, smoke, whatever) will ignite, and this makes them both more versatile without also making them infinite sleepypen/chem grenade combos.
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#25
(05-25-2016, 08:18 PM)UrsulaMejor Wrote: On a related note, I believe golems should not be free chem-smoke grenades. There was a reason why smoke powder was made unit-dependent.

Perhaps golems should act like an igniter on death. Any chems inside them that can be ignited (foam, smoke, whatever) will ignite, and this makes them both more versatile without also making them infinite sleepypen/chem grenade combos.

I don't know if that would really stop the whole "infinite" golem thing, but it would allow horrifying foam golems so it could be cool.
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#26
I think the exploding into smoke upon death thing is fine, it makes fighting golems a bit more interesting than just killing them on sight. You only get one smoke cloud per golem, after all.

Regarding them being able to inject infinite amount of chems based on punches, I vaguely recall hearing that that was changed a while ago, but wiz rounds are uncommon enough that I haven't really noticed a difference.
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#27
Golem punches deplete the reagents stored within the golem.
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#28
because monkeys become enraged and defend themselves from humans, they should also defend themselves against golems. then the solution to golems will be to deploy angry monkeys
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#29
(05-23-2016, 08:14 PM)zewaka Wrote: It has been nerfed by Somepotato. Also, "made SIGNIFICANTLY more reliable, now it won't get stuck in a wall."

If by "Significantly more reliable" we now mean "a huge pain to use".

Fireballs now sail clean over prone people, requiring you to drag them over to a wall in order to hit them with the area attack. Lasers don't miss prone people, so clearly it's not a requirement that projectiles do this.
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#30
(05-26-2016, 05:59 PM)UrsulaMejor Wrote: Fireballs now sail clean over prone people

feature
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