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Should Flamers Become A Form Of Cc (Way To Paralyse Mechs)?


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Poll: Flamers - special effect or a damage weapon? (48 member(s) have cast votes)

Should flamers be a damage weapon? Or should they be able to heat up mechs?

  1. Yes - I would like flamers to be a heat weapon (29 votes [60.42%] - View)

    Percentage of vote: 60.42%

  2. No - Being "stunned" sucks - Flamers should just do damage (11 votes [22.92%] - View)

    Percentage of vote: 22.92%

  3. No - Flamers should do damage and vent heat from the mech using them (also making them obvious under the new heat vision) (5 votes [10.42%] - View)

    Percentage of vote: 10.42%

  4. No - Flamers should just do damage over time (3 votes [6.25%] - View)

    Percentage of vote: 6.25%

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#21 xengk

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Posted 12 March 2013 - 09:59 PM

View PostVapor Trail, on 12 March 2013 - 09:18 PM, said:

Check your math. 3 heat per second is thirty Singles, or 10 engine Doubles and ~7 extra Doubles.

strange, Im under the impression that SHS removes 1 heat per second, while DHS removes 1.4 heat per second.

If SHS was 0.1 heat, it would take 50 seconds to cool a single MLaz.

Edited by xengk, 12 March 2013 - 10:02 PM.


#22 Moromillas

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Posted 12 March 2013 - 10:14 PM

It would add an interesting mechanic to the game, and it would have a little more strategy for it. Not too sure about ER Flamers though.

Very difficult to balance as you could theoretically stun locks most Mechs in a light the whole time.

#23 ICEFANG13

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Posted 12 March 2013 - 10:18 PM

I just ran some lulz testing on Flamers.

You know how the MG is worthless, but actually has some minimal value? Like a amazing player can do something with them?

Flamers are 100% worthless. They do no damage, and they don't crit for any damage (I mean its nothing, I blew off the part with a Flamer before I could remove an LRM15 with it, that's terrible). They don't even work right. On Alpine, a single Flamer with HE of 2.22, started (as in the start of the test), not increasing heat, then it would increase it slowly, and before I laughed my butt off the test, it placed my heat from 0 to 50%, and started rising. Nothing changed. Something literally doesn't work with them, and you are hurting yourself to take them. The heat they add is nothing as well, its nothing, and it does more to you than the enemy.

I liked the idea of no damage but adding heat to enemy mechs. I don't want all mechs to run Flamers, but then again, one reason I LOVE Caustic is, like Alpine (which I dislike, and not because it affects me), is that Caustic punishes insanely hot builds. Flamers should be good, but mechs that run at an acceptable rate, should not be shut down by a 9 Flamer hunchback. Then again, a 6 PPC stalker who alphaed and alphaed, should be unable to respond to it at all (he would shut down).

It would be interesting if Flamers would slowly increase heat on your mech, and not theirs, and negate cooling for both parties, it would be pretty effective for light mechs to aid heavier mechs.

#24 Taurick

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Posted 12 March 2013 - 10:46 PM

imo flamers should do no damage to armoured sections at all, but should apply more heat than they currently do.
Flamers should continuously increase the targets heat the longer the flame is held on the target, number of flamers should influence how quickly the target heats up.

There should be no heat ceiling, if I'm accurate enough and run enough flamers I should be able to first shutdown an enemy mech, then cause it to thermal overload and crit out it's internal systems the way it does when you override.

Thermal overload for an online overriden mech starts at 101% heat afaik, thermal overload for a offline flamed mech should begin at ~130-140% heat.

The target should be able to mitigate this effect by running more heatsinks, a balanced number would probably be 4 DHS to nullify 1 flamer, meaning flamers only become a primary weapon system for mech destruction with 4-5 flamers equipped

Flamers now become an effective point defense weapon, and an extremely effective counter to other hot running close range mechs, such as SRM cats or mplas/SRM stalkers.

Their own extremely close range and requirement of holding the flame on target means they are not so effective to be overpowered, and challenging to use on fast targets

#25 Vapor Trail

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Posted 12 March 2013 - 10:56 PM

View Postxengk, on 12 March 2013 - 09:59 PM, said:

strange, Im under the impression that SHS removes 1 heat per second, while DHS removes 1.4 heat per second.

If SHS was 0.1 heat, it would take 50 seconds to cool a single MLaz.

With one heat sink.

And it's 40 seconds. Medium laser generates 4 heat per shot.

0.1 heat dissipation per second per SHS.
0.2 heat dissipation per second per Engine DHS
0.14 heat dissipation per second per Additional DHS.

http://mwo.smurfy-ne.../#module_normal Equipment stats.

Engines require a minimum of ten SHS.

Edited by Vapor Trail, 12 March 2013 - 10:58 PM.


#26 xengk

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Posted 13 March 2013 - 08:15 AM

View PostVapor Trail, on 12 March 2013 - 10:56 PM, said:

With one heat sink.

And it's 40 seconds. Medium laser generates 4 heat per shot.

0.1 heat dissipation per second per SHS.
0.2 heat dissipation per second per Engine DHS
0.14 heat dissipation per second per Additional DHS.

http://mwo.smurfy-ne.../#module_normal Equipment stats.

Engines require a minimum of ten SHS.


You are right, I was thinking in TT terms.
And also got MLaz and MPLaz mixed up.
Apologies.

In TT or over at MechWarriors Tactics, 1 SHS dissipate 1 Heat per turn.
However, 1 turn is 10 seconds. Covert that to real time for MWO, is 0.1 Heat per second.





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