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Flamers And Machine Guns


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Poll: Flamers and Machine Guns need some upgrades (76 member(s) have cast votes)

Would it be better that Flamers to affect the internal components directly, ignoring armor?(doing very low damage)

  1. Yes. (24 votes [31.58%] - View)

    Percentage of vote: 31.58%

  2. No. (43 votes [56.58%] - View)

    Percentage of vote: 56.58%

  3. Flamers are fine the way they are. (9 votes [11.84%] - View)

    Percentage of vote: 11.84%

Machine guns should be able to fire different types of AMMO(Ex. Armor piercing rounds, Energy rounds that damage electronics or any types of ammo that would serve a purpose other than damaging mechs - 200-300 rounds/ton)

  1. Yes. (20 votes [26.32%] - View)

    Percentage of vote: 26.32%

  2. No. (51 votes [67.11%] - View)

    Percentage of vote: 67.11%

  3. MG are fine the way they are. (5 votes [6.58%] - View)

    Percentage of vote: 6.58%

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#1 Mypa333

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Posted 26 March 2013 - 02:36 AM

***** THE POLL WAS MODIFIED, PLEASE RESUBMIT YOUR VOTE *****

I like the flamers and the machine guns, but they are useless as they are now.
  • My personal approach would be for the Flamers to make little damage directly to the internal components, ignoring armor but they should have a bigger heat cost and range reduced to 50m and the damage they do would be spred across the mech. Damage 0.02/s or eve lower.
  • Regarding the machine guns, I would like to see more types of ammo like Armor piercing armor, or Energy ammo that would disrupt ECMs(not PPCs), or other types of ammo that would slow down the Mechs or any other effects that you can think of.
This types of ammo should be limited, so not like regular ones 2000/ton but 200-300/ton.

I believe these suggestions would be easy to implement from a developing point of view and that they would bring more sense to the Flamers and Machineguns as a viable choice of weapon.

I think that raising the damage they do right now is not a good solution and not fair considering the damage the others weapons do.

***THIS POLL IS NOT INTENDED TO INCREASE THE DAMAGE OF MGS OR FLAMERS, BUT TO GIVE THEM OTHER PURPOSES, CERTAINLY NOT MAKING THEM PRIMARY WEAPONS***

Edited by Mypa333, 02 April 2013 - 04:50 AM.


#2 CG Oglethorpe Kerensky

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Posted 26 March 2013 - 04:30 AM

Rubber bullets against mechs...
Perhaps flamers could fire a stream of strawberry Jello?

#3 kiltymonroe

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Posted 26 March 2013 - 05:23 AM

What the hell are rubber bullets going to do to a 100 ton war machine?

#4 Deathlike

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Posted 26 March 2013 - 06:05 AM

During all the LRMaggedon, flamers were buffed in that patch. They have then removed said buff in the subsequent hotfixes. It seems to make flamers will get a buff from what happened there... but that remains to be seen.

#5 Ryokens leap

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Posted 26 March 2013 - 02:31 PM

Flamers and mg's are useless because flamers and mg's are useless. While ur standing behind that Atlas flaming and mging I'm back shooting you with real weapons. Flamers are for Solaris.

#6 WinnieTheWhor

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Posted 26 March 2013 - 02:42 PM

View PostRyokens leap, on 26 March 2013 - 02:31 PM, said:

Flamers and mg's are useless because flamers and mg's are useless. While ur standing behind that Atlas flaming and mging I'm back shooting you with real weapons. Flamers are for Solaris.


The next time you're in that atlas and you have a Flea Flaming and MGing your legs and you lose all your ammo and can't fire your lasers (if they worked right), come talk to me.

#7 Pinselborste

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Posted 26 March 2013 - 02:42 PM

flamers and mg just need damage increas so they are vialbe alternative to weapons of equal weight, its so easy.

#8 WinnieTheWhor

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Posted 26 March 2013 - 02:50 PM

View PostMypa333, on 26 March 2013 - 02:36 AM, said:

, or something like Rubber Ammo that would slow down the Mechs if hit in the leg or torso as an effect of the rubber blocking the engine/legs capabilities.


Mechs in the Battletech/Mechwarrior universe aren't actually mechanical. They use a material called "Myomer" which is essentially artificial muscle. They're MUCH more advanced than you think and jamming something into spots on the mech isn't going to stop it from moving.

#9 Mypa333

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Posted 27 March 2013 - 04:11 AM

View PostCG Oglethorpe Kerensky, on 26 March 2013 - 04:30 AM, said:

Rubber bullets against mechs...
Perhaps flamers could fire a stream of strawberry Jello?


It's not necessary to ridicule a suggestion. Instead of dreaming of Strawberry Jello, maybe you can add a good opinion on Flamers and MGs.

View PostWinnieTheWhor, on 26 March 2013 - 02:50 PM, said:


Mechs in the Battletech/Mechwarrior universe aren't actually mechanical. They use a material called "Myomer" which is essentially artificial muscle. They're MUCH more advanced than you think and jamming something into spots on the mech isn't going to stop it from moving.


Thanks for explaining.

#10 Mypa333

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Posted 27 March 2013 - 04:20 AM

I really can't believe the results of this Poll. I spent 4 hours of gameplay to unlock the basic efficiencies on my spider with MGs. It was awful, always loosing, always being the last.

I understand if my suggestions were not good, but maybe you have some other ideas that would be accepted by more users , regarding the upgrades of the Flamers and Mgs.

And thanks for voting!!!

#11 sC4r

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Posted 27 March 2013 - 04:32 AM

View PostWinnieTheWhor, on 26 March 2013 - 02:42 PM, said:


The next time you're in that atlas and you have a Flea Flaming and MGing your legs and you lose all your ammo and can't fire your lasers (if they worked right), come talk to me.


against flea all you need is:
1.
Posted Image

or
2.
Posted Image

now imagine an atlas with one of these mechsized

#12 Voivode

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Posted 01 April 2013 - 10:57 AM

MG needs a damage buff, that's just simple and straightforward. Flamer should be able to shut down a mech. I don't know about being able to keep building a mechs heat after it's shut down and force the heat explosion, but definitely take a mech to the shutdown point. Since they don't allow you to build heat on a mech with your flamer past a certain point (90% I think) it's pointless as you will be hitting them with flamer and they will be hitting you with more damaging weapons. Now, if you could use a flamer to shut down an enemy mech that has poor heat efficiency or has fired some high heat weapons and then shoot him with something else while he's shutdown....that would be worthwhile.

#13 HarmAssassin

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Posted 01 April 2013 - 03:50 PM

Flamers and MGs were NEVER meant to be primary weapons. They're meant to support your primary weapons with side effects. While your primary weapons are doing damage, the flamer is making it harder for your enemy to fire back with all of his weapons (or risk overheating), and your MGs are damaging his internals after your primary weapons have stripped his armor.

[Actually - originally flamers were meant to cause forest / brush fires to hinder enemy mech movement and line of sight; MGs were meant to defend against infantry and un-armored vehicles - but neither of those are in this version of the franchise]

Problem is that people are trying to make flamers and MGs into their primary weapons, and getting owned as a result (as they should). THere's even a couple of 4 man teams out there that run nothing but Flamers (and it is so enjoyable to rip them apart while they dance around in circles).

Get over it already, flamers and MGs are NOT primary weapons please stop trying to make them into something they were never meant to be.

I'd love to see a new forum rule: all flamer and MG threads get auto deleted.

#14 Cest7

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Posted 02 April 2013 - 01:04 AM

They need a damage boost to be worth the tonnage

#15 blinkin

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Posted 02 April 2013 - 01:17 AM

the flamer idea could work as long as it only did internal critical damage and didn't actually hit the structure or did severely reduced damage.

the MG thing already had me a little put off then you went into the stun lock rubber bullets and i tasted a little vomit in the back of my throat.

#16 stjobe

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Posted 02 April 2013 - 01:46 AM

The MG: Needs a damage buff (about triple the current damage). Optionally it can lose the crit buff as well.

The Flamer: It's a stun-lock weapon in BT. We don't really want those in MWO, so perhaps just make it do damage instead? A super-heated jet of fusion plasma can't be that easy on armour...

#17 MustrumRidcully

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Posted 02 April 2013 - 02:40 AM

View PostMypa333, on 27 March 2013 - 04:20 AM, said:

I really can't believe the results of this Poll. I spent 4 hours of gameplay to unlock the basic efficiencies on my spider with MGs. It was awful, always loosing, always being the last.

I understand if my suggestions were not good, but maybe you have some other ideas that would be accepted by more users , regarding the upgrades of the Flamers and Mgs.

And thanks for voting!!!

Your ideas are just not satisfying. MGs and Flamers suck, but your ideas would make them either imbalanced (example: Flamer) or still not useful (Machine Gun Ammo types)

I would simply buff both weapons damage output. I don't even particularly care to have Flamers effective at "heating up" mechs. That's just likely to cause balance problems by creating perma-shutdowns (which is the reason why Flamers are so ineffective right now - the devs saw the same issue, and they came up with a solution that avoids it - but also makes Flamers utterly useless).

Double the Machine Gun damage and range. Triple or Quadruple the Flamers damage. That would be a good and simple start.

#18 MustrumRidcully

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Posted 02 April 2013 - 02:46 AM

View PostHarmAssassin, on 01 April 2013 - 03:50 PM, said:

Flamers and MGs were NEVER meant to be primary weapons. They're meant to support your primary weapons with side effects. While your primary weapons are doing damage, the flamer is making it harder for your enemy to fire back with all of his weapons (or risk overheating), and your MGs are damaging his internals after your primary weapons have stripped his armor.

[Actually - originally flamers were meant to cause forest / brush fires to hinder enemy mech movement and line of sight; MGs were meant to defend against infantry and un-armored vehicles - but neither of those are in this version of the franchise]

Problem is that people are trying to make flamers and MGs into their primary weapons, and getting owned as a result (as they should). THere's even a couple of 4 man teams out there that run nothing but Flamers (and it is so enjoyable to rip them apart while they dance around in circles).

Get over it already, flamers and MGs are NOT primary weapons please stop trying to make them into something they were never meant to be.

I'd love to see a new forum rule: all flamer and MG threads get auto deleted.

Flamer, NARC and TAG are the only "weapons" that are not necessarily designed for damage.
The game would probably be best of if the Flamer was still a primary damage dealer, that just sacrifices a bit of damage or heat efficiency for a minor heat effect. I don't want the game to end up with 2 team mates stun-locking an Atlas with their Flamer Boats.

But the Machine Gun can have no other role in MW:O as damage. The only reason it wouldn't make a good primary weapon on most mechs should be:
- It's too light, requiring too many hard points and critical slots to be useful on heavier mechs
- It's range is too short, making it impractical on slow mechs.

It's damage output must be in line with other weapons that require similar weight investment, and in line with its unique drawbacks (which would primarily be that it is a continuous damage stream weapon that forces you ot stay on target the entire time to reach its damage potential, with zero ability to front-load damage in alpha strikes or shots of opportunity at fast-moving targets.)

#19 Mypa333

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Posted 02 April 2013 - 04:31 AM

View Postblinkin, on 02 April 2013 - 01:17 AM, said:

the flamer idea could work as long as it only did internal critical damage and didn't actually hit the structure or did severely reduced damage. the MG thing already had me a little put off then you went into the stun lock rubber bullets and i tasted a little vomit in the back of my throat.


OK , rubber bullets was a very bad name/idea but let me explain where did that idea come. Whenever you hit a guy that doesn't have a leg, they immediately go slower. If he is not hit, he will be able to move at half the speed, but keep hitting and he will go slower to 10 KPH.

Why can't we see a weapon or type of ammo that slow down enemies ?

I see others that say that MGs or Flamers should not be primary weapons. I'm fine with that, don't increase the damage but give them a better purpose.

And of course the Flamers will not do a large amount of damage if targeting internals, they would only do like 0.02/s or even lower and this would be spread across the most components. This way, they have a purpose but they are not primary weapons.

And also, imagine how much damage would you do with a MGs that has only 200-300 rounds.

Edited by Mypa333, 02 April 2013 - 04:34 AM.


#20 Mypa333

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Posted 02 April 2013 - 04:39 AM

********I've edited the poll and the description, please resubmit your vote if you believe it's necessary*******

Edited by Mypa333, 02 April 2013 - 05:26 AM.






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