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so Burning is in fact cured by medkits. The red ones, both small and large. It is not cured by the combat packs, the blue ones.
Also, if you use a medkit, then you get hit by the hellfire enemy again, it might look like it didn't remove anything, but it did.
If you don't like being set on fire, you can play some Fireangel Technician, he's immune to fire. But normally it won't cause 20+ stacks either - you need to have negative fire resistance (were you using a cold themed relic perhaps?), or you would have to get hit by multiple hellfire enemies at once.
You typically get 1-2 per game. And you usually get ~1 area where it's a 'must', so 'saving' them for burning is something I find both rarely viable, and usually a waste of inventory.
I'd kinda like it if they could be used more than once (like 3 uses per or something)
Stimpack, OTOH, give fire immunity, and can be bought quite often. It's not rare to get a stack of 3.
Re: Burning; The Fireangel trait certainly felt strong when I tried this patch out! Those shotgun fire-fields! :D
I didn't say "save them for burning" in the least bit. I said "If you know there are going to be fire spammers around". And I was careful to phrase it that way.
I tested this in game yesterday. The small medkits only cure a small amount of Burning (2-5 stacks). Also if your Burning level is very high, the floor is set on fire as you walk and I think this interferes with healing.
Yes, I meant multiple enemies. Open a door, meet 3 exalted enemies and on the next turn you have 30 stacks of Burning.
Looks like using a mod slot to get "Fire-Resistant" on armor is a priority now.
While not too common. They are very very worth while investing an inventory slot into. As they "will" save your life if you are under heavy fire.
Edit: Not any more lol. Smoke doesn't extinguish fire.
Seems really OP and-or brocken.
What I *can* say is that a fireangel firing a shotgun is a sight to behold now! Fields of flame!
Sounds fun. )
Took Fireangel, but used it as defence perk - used some bad auto-shotgun, maybe that's the case, but fire is too slow for eliminating bad things. Maybe with that burst shotgun Jackhammer? Was lucky to get railgun at Asterius and onix mod there, which let me roll through CRI Lab with my face on kb, lol. Otherwise not much Fireangel, use shotgun for cleanup of small things.
For defense, I find a technician is better investing in entrenchment.
It's weird, in that while entrenchment *sounds* like a spin-up weapon trait, its merits are more heavily sat in the 'defensive' and 'ammo conservation' areas for me. It tends to peak with weapons that fire 3 shots (plasma rifle, 762 assault rifle, jackhammer, pierce rifle) due to the round-down 50% ammo discount making them use 1 bullet per salvo (hilarious when combined with the 'efficient' bulk mod perk: 36 bullets fired, 6 bullets used from inventory!). It also works well with characters that want to be aiming... Rail rifle is a double-whammy from its scope AND use of 4 cells per shot (discounted to 2, then down to 1 with efficient). BFT is also pretty amazing when it only uses 20 cells per shot!
Fireangel is best with weapons that get tons of hits - SMGs early, and chainguns . hyperblasters later on. The new 'burning floor' mechanic also makes it a great shotgun trait.
https://www.youtube.com/watch?v=90X5NJleYJQ
TROGDOOOOOOR
...
But yeah, I just experienced first hand how bad *being on fire* is. Might carry more smoke grenades...
Ultimately I think it's a good thing for the game, frustrating as it is, because it forces the player to think a bit more critically about their loadout rather than focusing on raw power (fun as that is).