Syndicate Chemvend Welding Fuel Rebalance Discussion

The welders were changed so that you could no longer drain them into the Chem Master. This was due to an oversight relating to the self-filling welders being able to create infinite fuel. (see below.")

This unintentionally nerfed the nukies. Before they had ~1100 welding fuel at their disposal, and now they only have 200. I made a PR about this, but I closed it because I wanted more feedback from the community about the issue. By changing the amount of welding fuel jugs in the chemvend to compensate, I feel it is encouraging more diverse nukie plans. My Idea is to either increase the amount of jugs in the chem vend to 2 or 3. While this is still less than what they had access to before, I feel like that is the area it should be in.

How many jugs should the Nukie Vend have?
  • Change to 3 Jugs
  • Change to 2 Jugs
  • Keep at 1 Jug
0 voters
1 Like

stupid question: but what is welding fuel used for by nukies?

diphenhydramine
napalm
acetone
charcoal
ephedrine
oil
napalm

just to name a few.

It has a lot of uses, like making meff, making a flame thrower, certain toxins like lipolicide, and of course dip. Anything with oil in it needs welding fuel.

Using welding fuel for flamethrowers was already viable before the welder exploit was discovered, see the liltenhead video here

And only a minority of the players were using that exploit, so I would not call that bugfix a nerf.

I think 2 jugs would be perfect. Not too much and not too little. It would allow for more options without giving all the options.

It was used for more then just flamethrowers. Flamethrower is just a weapon option.

I think if it was already viable, then adding more welding fuel shouldn’t be an issue or impact balance, but will only be a QOL improvement. I don’t think draining welders into the Chem Master was an exploit at all as showcased in this video by Liltenhead

AdmiralObvious stated the change was due to Experimental welders being able to generate infinite fuel which seems more of an oversight than an exploit and the result was regular welders can’t be drained anymore. Draining welders, in my experience, was VERY common for agents to do. Removing all that fuel they had access to only reinforces a standard playstyle and doesn’t encourage variation in play.

1 Like