Flamers
#1
Posted 09 September 2014 - 10:00 AM
Really, what is the point?
#2
Posted 09 September 2014 - 10:01 AM
#3
Posted 09 September 2014 - 10:02 AM
#4
Posted 09 September 2014 - 10:08 AM
If its the weapon, it's pretty effective at blinding your view.
#5
Posted 09 September 2014 - 10:09 AM
#6
Posted 09 September 2014 - 10:09 AM
#7
Posted 09 September 2014 - 10:11 AM
#8
Posted 09 September 2014 - 10:12 AM
#9
Posted 09 September 2014 - 10:12 AM
2. Ignite ammo
3. Keep an overheated mech from cooling and restarting without override
#10
Posted 09 September 2014 - 10:12 AM
Russ Bullock, on 09 September 2014 - 10:09 AM, said:
Who are you, and what have you done with Russ Bullock?
#11
Posted 09 September 2014 - 10:12 AM
Russ Bullock, on 09 September 2014 - 10:09 AM, said:
Well, even just changing the exponential heat generation (for both target and shooter) would go a long way to make them have a use.
Flat, linear heat generation. Keep or remove the 90% heat cap.
In TT, they had two settings: Heat OR damage. If you can fit a toggle, perhaps for AMS as well, you could balance them separately around both features.
Edited by Mcgral18, 09 September 2014 - 10:13 AM.
#12
Posted 09 September 2014 - 10:13 AM
#13
Posted 09 September 2014 - 10:13 AM
1. Could it disable the QUICK IGNITION skill temporarily while being flamed, then it stays away from being a greifing tool where you can permanently lock somebody into shutdown, but it does make it particularly nasty for the tiny niche role it has.
2. Using it to spray a teamate that has been NARCed, knocking out the beacon without doing a ton of damage to a teamate.
*edit
Or a crazy thought, using it to disrupt missle tracking when there is no Line Of Sight.
Say you're a light, and you see a huge volley of LRMs zooming in at a teamate, so you throw your arms up in the air and blast your flamers, steering those missles towards the heatsource and away from your teamate.
Only makes sense if Missles are Track-IR
Edited by Mister D, 09 September 2014 - 10:35 AM.
#14
Posted 09 September 2014 - 10:14 AM
http://mwo.smurfy-ne...0342fa170dae672
looks awesome(get it?) when you run that baby non stop.
Edited by Warblood, 09 September 2014 - 10:22 AM.
#16
Posted 09 September 2014 - 10:14 AM
#17
Posted 09 September 2014 - 10:17 AM
Russ Bullock, on 09 September 2014 - 10:09 AM, said:
you dont have to go back to the drawing board...some tweaks here and there would make flamers good enough for people to use them. Give them the same dmg and crit chance as MGs (i know they had a crit buff but dont remember if its the same as mg's). make them increase the targets heat as much as the users, you already have the 90% heat cap to prevent stunlock you can even lower that to 80%, and there you have it a rough energy equivalent to MGs. They have the heat and shorther range to differenciate them enough from MG's but at least they wont be a complete waste of tonnage.
On a side note i really appreciate the fact you took time to reply to a flamers thread...Still dont just push them aside a few tweaks can make them somewhat useful
Edited by VagGR, 09 September 2014 - 10:22 AM.
#18
Posted 09 September 2014 - 10:19 AM
P.S. You can really piss off an Atlas Pilot, from behind, with one. (hint hint)
#19
Posted 09 September 2014 - 10:23 AM
Almond Brown, on 09 September 2014 - 10:19 AM, said:
P.S. You can really piss off an Atlas Pilot, from behind, with one. (hint hint)
The reason I asked this question is because I loaded up an 8 flamer hunchback yesterday and had an atlas run from me with his tail between his legs. I only did 20 something damage the whole match, and blinded myself with soot and smoke for most of my short life.
#20
Posted 09 September 2014 - 10:41 AM
Podex, on 09 September 2014 - 10:23 AM, said:
The reason I asked this question is because I loaded up an 8 flamer hunchback yesterday and had an atlas run from me with his tail between his legs. I only did 20 something damage the whole match, and blinded myself with soot and smoke for most of my short life.
They are weak machine guns, at .7 damage compared to .8. They are both hitscan, but the Flamers weigh twice as much, have half the range and are also the hottest weapon in the game (due to to the exponential heat.)
I can't believe I forgot to add this gem:
A single flamer putting out more heat than 57 SHS can handle. I think this was before pilot efficiency worked in the testing grounds, so "only" 5.7 H/s dissipation and a 67 heat cap.
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