As this is my first post, let me stray away for a while. As this game is in BETA, I have decided to give some feedback. I represent a group of four 35+ year old engineers with strong entrepreneur and SW background.
I am sure many things have been said about game balance, gun X and mech X.
What we would like to concentrate on is on UI, storyline and realism. The reason we are worried about this that we have played another IGN games, NFS Shift / NFS Undercover for hundreds of hours. We love those games, but absolutely HATE the Menu structure and UI.
So therefore, my first and last Rant:
Dear UI designer of Mechwarrior Online. If you're the same guy who did UI on IGN NFS games, please resign now. I am sorry, you have no hope.
Concentrate on databases and data protocolls for now on, I am sure you're good at it.
Thank you, that's been on my heart for two years now.
Finally to the subject. Flamers.
First of all, please rename them to "Flame throwers", as flamer has another meaning in modern language - invented after the creation of tabletop game.
Second, flame thrower is a old invention (950 AD China, says WIkipedia), and since that, there's been a general principle, where target is supposed to heat up more than flame thrower itself. as in MWO this is not the case, I suppose you have installed it backwards. Please turn it around.
Flame thrower is not even a hard to make, you just need some napalm or propane in high pressure canister, plastic hose with metal nozzle and a Zippo. Fuel is not burning INSIDE the flame thrower, but outside, so it does not generate heat allmost at all. See this:
http://en.wikipedia....Warsaw_1944.jpg
also:
It should be noted that flame thrower operators did not usually face a fiery death from the slightest spark or even from having their tank hit by a normal bullet as often depicted in modern war films. The Gas Container [i.e. the pressurizer] is filled with a non-flammable gas that is under high pressure. If this tank were ruptured, it might knock the operator forward as it was expended in the same way a pressurized aerosol can bursts outward when punctured. The fuel mixture in the Fuel Containers is difficult to light which is why magnesium filled igniters are required when the weapon is fired. Fire a bullet into a metal can filled with diesel or napalm and it will merely leak out the hole unless the round was an incendiary type that could possibly ignite the mixture inside. This also applies to the flame thrower Fuel Container.
MWO storyline seems to claim that some kind of plasma is ejected from flamethrower. Plasma of what? Plasma is not substance on of itself, but form of a substance. For instance, Laser, is actually plasma form of light, lightning contains air in plasma form and so on. Generating plasma usually requires massive amounts of heat, and propably dissipates quickly.
But from Storyline perspective, if this design is so poor, why use it?
Therefore:
I suggest ditching the Plasma -idea from storyline, and go to flammable gas route. Up the heat caused significantly, drop down the heat caused to own mech. Range is propably ok, from storyline perspective? If you want, you could require "Flame thrower Gas" ammo, and require it to be C.A.S.E'd in order to not blow up. Also, I'd like to hear opinnions, if Flame thrower should occupy ballistic slot, dunno.
And this is how it should look like:
http://en.wikipedia...._in_Vietnam.jpg
Thanks for reading, (and flame on!)
-Mikko
Edited by Spintonik, 28 December 2012 - 11:05 AM.