Im not sure I understand it. ¿Is… is fire now pointless?.
Flamethrower and incendiary grenades are now doing impact damage and will start from the next turn. Damage from lit tile will only apply at the start of the player’s turn.
The patch notes seem to suggest that you can safely walk across fire with no problem at all as long as you dont start your turn in it. And that fire will now make no damage in the first turn and impact damage (?) on the next.
Fire damage was probably the most powerful tool in the game. Now seems to be kind of pointless…
If fire damage on the ground applies on player’s turn only… Does this mean that the enemy will now be able to walk safely on the fire on their turn, or is it applied in the enemy turn also?
If fire damage on the ground applies at the beggining of the turn only, does this mean that any unit can safely walk trough fire now as long as they dont remain in it, and damage taken walking to or from a fire tile has been removed? This seem to remove the ability of negating ground to the enemy and one of the few ways to counter the Pain Chamaleon ability, one of the most annoyng in the game.
Also seems that fire has no effect on your turn, dealing 0 damage and maybe applying only the status effect for the next turn. Which im not sure I get, but certainly seems to remove the fun of using fire. ¿Does now Fire act like a Bleeding effect with no inmediate damage taken? ¿Does this make any sense? ¿should not acid bombs be the same now?
If fire does now impact damage, what damage type was before and what is the difference?
Honestly fire damage maybe was superpowerful, maybe too much compared to other guns, it was also very fun, and I dont think people complained about it. Seems another way of making the game harder, your weapons and abilities weaker, and the enemies more resistant to you. Just, the last thing the game needed… Again.
Otherwise, the update seems going in the right direction. But this is taking me the wrong way. ¿Has somebody seen the effects of the new fire damage? ¿Are just the patch notes very badly written? ¿Have you been able to test the new fire damage?
TBH, I don’t know what change was intended with fire as tile and status effect, but it’s not working atmo. As far as I can tell it’s still working like before, but more inconsistently.
Dante has been fixed, as in now it doesn’t do a random number of ticks just because. The fix though is a bit odd; it now does 80 standard damage on (as far as I can tell) a random body part, 40 fire damage on all body parts (as they are 2 separate ticks, each has to overcome armor) and 40 on fire status effect.
The flamethrower was a powerful weapon, but repeated firing had no effect. Now this is a weapon that does not deal damage from the word at all. I also noticed that the slime does not stop the soldiers.
Dante was broken, pure and simple. Not broken as in OP, but broken as in bugged. It randomly applied different number of ticks; sometimes 1, sometimes 2, sometimes 3, and sometimes around 10.
Now it works reliably: it does 80 damage to one body part, 40 damage to all body parts (so one body part can receive up to 120 damage if it has 0 armor) and applies a 40 fire status effect. It’s quite effective.
The only question is fire status and how that works. Upon further testing it looks like fire status reduces to 0 once you spend a turn outside fire (instead of by 10 as it used to).
I tested the flamethrower on two Marines of the Sanhedrin. The damage is terrible, the old version would have burned them in one shot, and now even 3 shots were not enough. Flamethrower shoot in all directions will not work, you need to choose the situation for damage. In this form, it is now easier to throw an acid grenade and will be more effective.
You mean Synedrion assaults? They have 18-20-18 armor, and humans have no less than 60 HP on each body part (60 head and arms, 100 body and legs). So depending on where the 80 standard damage hits you might not even disable a single body part with the attack. However, they will take damage next turn and as they try to move out of the fire, which the best use of the Dante - to create a flame wall/passage through which enemies (particularly melee Pandas) have to move through.
Another thing to consider: you will appreciate the difference when your soldiers are on the other end of a Dante too
Completely different story… The acid will eat through the armor on enemies turn, but not do any damage…
I think this has changed from the beta to the release.
Except, according to the Patch notes, that is no longer true:
Certainly, when we were testing it in the CC, my feedback was that Crabbies were running straight through the fire without taking any damage at all - and I had at least 1 Triton that got FT’d, took 40 damage, then walked out of the fire on its own turn completely unharmed.
To take damage from Fire, creatures now have to be standing in it at the start of our turn, which is ridiculous!
It’s not, and I don’t think that it works this way now. Patch notes are sometimes a bit off. Tbh though I’m not sure yet how it’s working now exactly. I have seen enemies take damage as they were crossing the fire, and I have verified that the fire status effect works; if an enemy has 40 fire status, it will take 40 damage on all limbs - armor, and the biggest instance of damage will be subtracted from global HP.
What I’m less clear about is how the fire status is lost; as I said in a previous post, it seems to be disappear suddenly and the only explanation I found is that the enemy had moved away from the fire.
Anyway, hopefully either this will be explained soon or we will figure it out through testing. However, I’m not finding fire useless atmo.
Good to know at least about that. Fire status loss seems indeed weird, and we definitely need to know for sure when and how is applied. Some bugs may be at play too.
I think there was a “bug”, so when you fired in addition to instant damage, enemies were talking inmediatly tile damage as well. Which should be addressed by removing instant tile damage (receiving two times the damage) on standing on a new fire till beggining of the turn (yours or the enemy), but not touching the damage when walking from or to a fire tile or anything else even on the same turn, with the exception of maybe increasing direct damage to balance the change. Or just let it be.
Probably was not easy or obvious to do, and they decided to take a weird aproach that they did not explain properly. It may be that the tile damage is activated only at the beggining of next player turn, and one can safely walk trough fire on the turn is applied, thus explaining both accounts by the Community Councillors.
Correction to myself, something strange is definitely happening.
After trying it myself, in my test I have seen the following:
When FTd myself. Running trough fire immediately made me take damage. However, if I did not move and stand in the middle of the fire I did not receive additional damage from the ground, instead my fire status was reduced by 10… while standing in the fire. I was able to stand in the fire while reducing burning status and stop burning altogether, while inside the fire.
Also yes, I can confirm that, while I have seen enemies get hurt while running in trough fire and get a burning status, I have also seen them running safely trough it. With no effect whatsoever.
I also have seen fire status get reduced twice in the same turn.
The only thing I can say, is that fire is completely broken at the moment and is totally inconsistent.
It was when I reported it during the tests, and as far as I could tell, it hadn’t been fixed in the test update.
But from my experience, Fire atmo is utterly inconsistent - one minute it will damage a Crabbie, then the next Crabbie to run through it will take no damage at all.
Can’t tell you whether this remains true in the current Orryx release because I’ve had enough and I’ve given up on PP for now.
In my test I have seen the following: When FTd myself. Running trough fire immediately made me take damage. However, if I did not move and stand in the middle of the fire I did not receive additional damage from the ground, instead my fire status was reduced by 10… while standing in the fire.
I was able to stand in the fire while reducing burning status and stop burning altogether, while inside the fire!
Also I can confirm that, while I have seen enemies get hurt while running in trough fire and get a burning status, I have also seen them running safely trough it. With no effect whatsoever.
I also have seen fire status get reduced twice in the same turn.
The only thing I can say, is that fire is completely broken at the moment and is totally inconsistent.