how about making flamer to increase the heat produced by the mech in the heated section(s)
for example:
im going vs Hunchaback 4P that has all slots filled with ML now i will fire flamer at his right torso and for the time im flaming it all lasers will produce lets say 1,2x normal heat so 4,8 heat per laser or i flame his CT his weapons will not be affected however his engine produced heat will be larger by 1,2x
also this effect would be stackable -> i use 5 flamers the effect would be 1,2^5 so 2,488x in total


Flamer Idea
Started by sC4r, Mar 01 2013 01:10 AM
2 replies to this topic
#1
Posted 01 March 2013 - 01:10 AM
#2
Posted 01 March 2013 - 01:43 AM
It has been suggested that heatsinks in the targeted section would work less/not at all. It comes out similarly (though you target a different piece). I don't think either will be implemented, unfortunately.
#3
Posted 01 March 2013 - 07:34 AM
If the mech's heat raises or if it raises the heat itself, I think there's not a real difference in that. In fact, it would make the flamers even worse as skilled pilots could chose to fire the not affected weapons.
But I like the idea of focused flamer effects, e.g. why not add a chance of jamming to the affected weapons (similar to UAC/5 mechanics)? Afaik, things are built to dissipate heat from the heat producers (like combustion chamber) and not necessarily to disspiate heat from randomly entering flames / heating up of the whole or parts of the device.
But I like the idea of focused flamer effects, e.g. why not add a chance of jamming to the affected weapons (similar to UAC/5 mechanics)? Afaik, things are built to dissipate heat from the heat producers (like combustion chamber) and not necessarily to disspiate heat from randomly entering flames / heating up of the whole or parts of the device.
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