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Hatch

Please Buff the Ice flingomatic

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Hatch    2

I'm Sorry if there is a discussion on this i didn't find any with the search feature.

 

But I put a Ice Flingomatic in the center of my crops and they still lit on fire and all burnt to ashes. I saved two farms out of nine. I only had time in the spring to gather enough gears for three flingomatics, and I had to put the other two the rest of my base, it seems imbalanced that for their gear cost, they can't be relied on.

 

Anyone else feel this way?

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They can be relied on most of the time, but if you turned on the ice flingomatic right after it caught on fire (not when it was about to catch fire) then the fire will spread so fast the ice flingomatic will be worthless. Don't just turn them on as soon as you see a huge fire. If you look closely, you will be able to see when it is really close to catching fire, make the ice flingomatic hit it when this happens, and all is well. This can get annoying though.

 

A different thing (at the cost of some health) is to make another base, bring plenty of food, and put out all fires you see with your hands. (Only works if it is at the "ABOUT TO CATCH FIRE" stage)

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Hatch    2

They can be relied on most of the time, but if you turned on the ice flingomatic right after it caught on fire (not when it was about to catch fire) then the fire will spread so fast the ice flingomatic will be worthless. Don't just turn them on as soon as you see a huge fire. If you look closely, you will be able to see when it is really close to catching fire, make the ice flingomatic hit it when this happens, and all is well. This can get annoying though.

 

A different thing (at the cost of some health) is to make another base, bring plenty of food, and put out all fires you see with your hands. (Only works if it is at the "ABOUT TO CATCH FIRE" stage)

 

The Flingomatic had been on the entire time :(. After thinking more about it though, it may have just barely been off my screen while half the farm was on the screen...Would that mean the flingomatic just wasn't working because it wasn't visible on my screen, allowing half the farm to light on fire and spread?

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The Flingomatic had been on the entire time :(. After thinking more about it though, it may have just barely been off my screen while half the farm was on the screen...Would that mean the flingomatic just wasn't working because it wasn't visible on my screen, allowing half the farm to light on fire and spread?

Ice flingomatics have a certain range, i think about a little bigger then almost half a screen.

Yes, that may have been why. That is completely possible.

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oCrapaCreeper    3287

Ice flingomatics have a certain range, i think about a little bigger then almost half a screen.

Yes, that may have been why. That is completely possible.

As of the latest update the game shows you the range of the Ice Flingomatic when placing it.

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Hatch    2

All of the farms were in range, I built it today after the update. I think it was just off screen though so maybe wasn't working because of that? Then, the couple farms that were on screen caught fire and spread and overwhelmed it.

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InaneDugong    121

This is depressing... It should absolutely work to deter a single location fire beginning within range of the contraption. If not, I'd stress you to take careful observation of what exactly happens so you can report as much to the bug/feedback forum since this really shouldn't be a gamble/% chance of working scenario. 

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RailgunD    15

Unless you catch the smoldering too late, the ice flingomatic will prevent any fires.  You can also just put out the smoldering at the cost of 6 health i think.

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alfs    0

happened to me today.. the ice thing just stopped shooting ice-balls and began making a strange noise.. its was all fueled-up though..
everything caught on fire and just then it started working..
everything was under it's range

x\

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oCrapaCreeper    3287

On the contrary, they need nerfing. Fueling them is way too easy. They should be fueled with only nitrates.

Not using indecently renewable resources would be preferable. 

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On the contrary, they need nerfing. Fueling them is way too easy. They should be fueled with only nitrates.

While it would give a use (not counting cold fires) to the almost useless Nitre that would be a very bad idea.

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Barbarian    32

Finding fuel may be easy, but remembering to check them isn't always - I totally forgot to refuel mine and lost a load of boxes and some of the contents.  Otherwise, mine have been working perfectly, I'm happy to say.

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Tbh its useless and will run out of fuel when a fire will happen.

The fires are the problem, they burn everything!!

They should just replace fires with withering to the max which means things withered last 3 days withered or something. Destroying bases and half the world is a dumb mechanic to say the least.

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Flare2V    1249

They can be relied on most of the time, but if you turned on the ice flingomatic right after it caught on fire (not when it was about to catch fire) then the fire will spread so fast the ice flingomatic will be worthless. Don't just turn them on as soon as you see a huge fire. If you look closely, you will be able to see when it is really close to catching fire, make the ice flingomatic hit it when this happens, and all is well. This can get annoying though.

 

A different thing (at the cost of some health) is to make another base, bring plenty of food, and put out all fires you see with your hands. (Only works if it is at the "ABOUT TO CATCH FIRE" stage)

Nope, have the flingo prevent the items from burning away while you run in with your scaled armour and luxury fan to clean up the mess.

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Kulka782    14
It would be nice if ice flingomatic would actually put off fires, not only prevent them. I recently got attacked while doing work in the garden by fire hounds, and everything went in flames although the machine was working. It's kind of infuriating, making machine and wasting fuel to make it work for almost zero payback. Klei, please buff the ice flingomatic!

 

P.S.

Here's a screenshot:

https://steamcommunity.com/sharedfiles/filedetails/?id=324448738

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spencer320    154

They do put out fires but by the time they work, it's of no use.

Why not run away from your base when hound attack is about to happen? That would make more sense, especially if fire hounds are involved.

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porps    118

the one change i would like to see to flingomatics is for them to somehow show their area of effect even after placement, perhaps if you stand right next to them.... i always have to prebuild 1 extra flingomatic just to be able check ranges or the ones i have placed.

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