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Napalm kannon needs some love!

Discussion in 'Ask the Team' started by Dakiaris, Feb 5, 2017.

  1. Dakiaris Dakiaris Curator

    Right now everyone that has used it can agree that the Napalm kannon is kinda trash and I think it comes down to a few factors.

    1. It can't damage vehicles at all.
    2. It has a really long channel time to fire *2.5 seconds*
    3. The reload is kinda long considering the channel time *2 seconds*
    4. The damage is ONLY from heat damage with 100% on direct hit which isn't quiet enough to down most players.


    The Napalm kannon is supposed to be a anti infantry kannon but as it stands it's out classed by the standard kannon by quiet a large gap.


    Here's my suggestions to help move it into the right direction.

    1.Reduce the channel time to 2 seconds
    2. Reduce the reload time to 1.5-1.7 seconds

    These would be the 2 small changes to the Napalm kannon that would make it a bit better to use it would still need more love but these 2 are the things I think would give it the biggest nudge in the right direction.


    If these are not enough I would suggest switching up the ailment and giving it a unique "burning" ailment instead of heat. You're going to be using the burning ailment in the future when flamers are added anyway. Just make it deal the same damage as heat but fall off a little slower and limit it to abilities and weapons such as flickering fire, burny choppa, burning light lascannon *think that's the name* and others that it would make sense on. This also opens up the door for "burn resistance" wargear in the future as well.

    @BrentEllison
    If I'm directing this at the wrong person please direct it to the person that this should go to plz.
    Kaptin_Pokkets likes this.
  2. Dorfus Dorfus Steam Early Access

    what? but orks op, what are you talking about?




    (sarcasm)
  3. RageScreama RageScreama Well-Known Member

    Give it a bigger splash. Current one doesn't fit hiw a napalm weapon would work. You would want it to do as wide an area of burn as possible not just burn one guy. Might as well just be throwing a molotov cocktail at the guy, and even those have bigger splashes that what the napalm launcha has.
    USSRxGrabli and Kaptin_Pokkets like this.
  4. Dakiaris Dakiaris Curator


    I was just using the faster fire rate and lower reload as a starting point. The aoe could be tweaked in the future but I think the main thing is the rof/reload that is causing issues for the weapon.

    Giving it to much aoe could kill it though I do agree it's very small right now... Still something they would have to be careful with maybe add around 20% more to the aoe size if the fire/reload wasn't enough.
  5. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    Yeah it should definitely have a somewhat larger AoE too. A better RoF/Reload would be nice, but I'd prefer more damage over time from the fire. Should make it impossible to put out via rolling too, because NAPALM.
  6. RageScreama RageScreama Well-Known Member

    I think this is a weapon that really only needs one buff. Wether thats a much higher rof (like the burning light), a larger aoe, or a more impactful dot is something they should test imo. Make 3 versions of it on the test server, have a group of people try them out, and go with the one the majority likes best.

    Just don't hit it with blanket buffs. Because then it will recieve blanket nerfs in a knee jerk reaction.
  7. RageScreama RageScreama Well-Known Member

    Ummm...thats not how napalm works lol. That shit is nasty. Rolling on the ground isn't gonna cut it. You would have to smother it or remove its ability to generate heat.
  8. Dakiaris Dakiaris Curator


    I'm not suggesting any blanket buffs I'm just suggesting the ROF/reload buff to see how it goes. If it's not enough focus on the dots damage and if that's not enough then look at the AOE.

    The reason I'm leaving the aoe to last is because AOE weapons have a history on EC of being either overpowered or underpowered and honestly right now the AOE while it's not huge is ok.

    Another suggestion I could give is instead of touching the rof or anything really just up the aoe by 20% and make it leave burning patches on the ground *looks like the melta shot the ground* that inflict burning at 30/s for 5 seconds so that it could be used as a area denial weapon that is effective at its job.

    *edit*
    Also true rolling wouldn't put out napalm it would actually make it worse as it would smear it around on you... The only way to really put it out is to completely smother it or let it burn out.
  9. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    That's what I'm saying. Currently fire damage can be negated by rolling your character, my suggestion is making so that doesn't work. Hence the word "impossible".
  10. RageScreama RageScreama Well-Known Member

    Wait is that a thing? Like, all heat dot is removed by doing a dodge roll? If so why has nobody told me this before!?

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