Edited by Sleeping Bear, 01 June 2012 - 02:12 AM.
Variable setting Flamers.
#1
Posted 01 June 2012 - 02:09 AM
#2
Posted 01 June 2012 - 02:17 AM
.... and laugh maniacally as all his internal ammo explodes due to the heat
#3
Posted 01 June 2012 - 02:25 AM
MUAHAHAHAHHAHAHHAH
#4
Posted 01 June 2012 - 02:34 AM
#5
Posted 01 June 2012 - 03:38 AM
Also the heat inflicted wasn't that much, if I recall the rules correctly (stowed my rulebook at my parent's place). Making cooking of a Mech that has DHCs pretty much impossible unless the pilot insisted on continuing to fire his energy weapons. So its more like a crowd control device, limiting energy weapon use.
Flamers would be good to punish pure energy weapon builds and reward balanced ones. In case you fear ammo explosions, I suggest dumping said ammo into the Jenner. And in case of 4 Jenners piling on a single mech, I'm sure the rest of the lance will be able to exploit the opportunity to waste light mechs that are silly enough to voluntarily limit their movement.
#6
Posted 01 June 2012 - 05:10 AM
#7
Posted 01 June 2012 - 05:12 AM
I don't think they'll have multiple "settings" though.
They have one setting.... OMG IT BURNS.
It's a good setting though.
Edited by Roland, 01 June 2012 - 05:13 AM.
#8
Posted 01 June 2012 - 06:28 AM
#9
Posted 01 June 2012 - 11:42 AM
No, let's just let flamers flame and inflict little damage with overheating, while plasma flamers would do more damage and less heat than thing like large flamer. Plasma seems more damaging than just flame.
PLASMAAAA~
#10
Posted 01 June 2012 - 07:12 PM
So 1 Jenner with 4 flamers (2 heat each) = 8 heat per turn (2x4)
So a lance of Jenners (4) = 32 heat to target
Most mechs that have ammunition have 10 heatsinks.
One coordinated attack on a mech (with 10 heatsinks) will cause 22 overheat to the target.
From the Battletech Ammo explosion avoid table
10 heat = 4+
14 heat = 6+
19 heat =8+
23 heat = 10+
28 heat = 12
That means approximately 11% chance to avoid an ammo explosion or 89% chance that you will get an ammo explosion.
(using 23 heat table 10+ dice roll is 4 /36 = 11% chance)
Combine this with no CASE and most ammo-laden mechs will go boom almost with no chance of retaliation.
What is to prevent this game from being a Jenner zerg rush to force ammo explosions on mechs with ammo?
This defeats the purpose of mounting ammo weapons if this is an issue and ironically mechs with energy weapons tend to have extra heatsinks which will be able to mitigate some of this heat generated.
Edited by Yeach, 01 June 2012 - 07:14 PM.
#12
Posted 01 June 2012 - 10:15 PM
You are in trouble if you are all attacking different targets and they manage to start shutting you guys down.
Legging them on approach or whenever possible and backing away will probably be match.
Sort of a one trick pony with FlameJenners.
Edited by PANZERBUNNY, 01 June 2012 - 10:18 PM.
#13
Posted 01 June 2012 - 10:21 PM
Yeach, on 01 June 2012 - 07:12 PM, said:
So 1 Jenner with 4 flamers (2 heat each) = 8 heat per turn (2x4)
So a lance of Jenners (4) = 32 heat to target
Most mechs that have ammunition have 10 heatsinks.
One coordinated attack on a mech (with 10 heatsinks) will cause 22 overheat to the target.
From the Battletech Ammo explosion avoid table
10 heat = 4+
14 heat = 6+
19 heat =8+
23 heat = 10+
28 heat = 12
That means approximately 11% chance to avoid an ammo explosion or 89% chance that you will get an ammo explosion.
(using 23 heat table 10+ dice roll is 4 /36 = 11% chance)
Combine this with no CASE and most ammo-laden mechs will go boom almost with no chance of retaliation.
What is to prevent this game from being a Jenner zerg rush to force ammo explosions on mechs with ammo?
This defeats the purpose of mounting ammo weapons if this is an issue and ironically mechs with energy weapons tend to have extra heatsinks which will be able to mitigate some of this heat generated.
The easiest method to prevent that eventuality, is doing the exact same thing that TT does to prevent it. I'm too lazy to get out the books and check right now, but it's something like a max of 12-16 heat that a battlemech can pick up in a turn from external sources. So, just take whatever time interval the dev's have set for a heatsink to dissipate a point of heat (e.g. MWO's turn unit), and set it up so any additional heat from external sources above the max allowable in that time frame has 0 effect. If that's still unbalanced on the too toasty side, they can tweak the allowable amount from the TT allowable amount.
#14
Posted 01 June 2012 - 11:14 PM
Squigles, on 01 June 2012 - 10:21 PM, said:
The easiest method to prevent that eventuality, is doing the exact same thing that TT does to prevent it. I'm too lazy to get out the books and check right now, but it's something like a max of 12-16 heat that a battlemech can pick up in a turn from external sources. So, just take whatever time interval the dev's have set for a heatsink to dissipate a point of heat (e.g. MWO's turn unit), and set it up so any additional heat from external sources above the max allowable in that time frame has 0 effect. If that's still unbalanced on the too toasty side, they can tweak the allowable amount from the TT allowable amount.
Total Warfare p.159
It's 15 heat points from external sources maximum.
#15
Posted 02 June 2012 - 12:03 AM
#16
Posted 02 June 2012 - 05:59 AM
Current rules are 2 heat per inferno, subject to the same 15 (thank you DerMaulwurf) heat maximum per turn from external sources. So with the fit you've described, that's a whole whopping 8 heat to target per salvo, and if someone decides to turn a flamer or 3 on you, your inferno ammo has a decent chance to cook off, which does the standard ammo boom damage, and gives you 30 heat max (2 per missile, not shot, in the bin)
#17
Posted 02 June 2012 - 11:42 AM
It doesn't think about what kind of flames to throw before throwing them.
One flamer please. Mix the damage and the heat.
Edit: And please give me a Firestarter? Pretty Please?
Edited by Tremor, 02 June 2012 - 11:43 AM.
#18
Posted 04 June 2012 - 05:10 PM
DerMaulwurf, on 01 June 2012 - 11:14 PM, said:
Total Warfare p.159
It's 15 heat points from external sources maximum.
For how long? 10 seconds?
So instead of 4 Flamer Jenners you need 2 Flamer Jenners at a time.
round 1 15 - 10 HS = 5 overheat (OH) - the overheat makes the "victim" mech aiming at the flamer mechs much more difficult whereas the flamer mechs (even with aiming difficulties only need to hit "any" body part of the mech)
round 2 5 + 5 OH = 10 overheat (11% chance of risking an ammo explosion)
round 3 5 + 10 OH = 15 overheat (45% chance)
round 4 5 + 15 OH = 20 overheat (55% chance)
round 5 5 + 20 OH = 25 oveheat (90% chance)
and thats not doing anything (ie moving or firing weapons which would create more heat)
It might work for level 2 mechs with doubleheatsinks but with single heatsinks of level 1 technology you are still pigeoning hole those mechs with only 10 heatsinks standard to explode.
What I am saying is that flamer causing heat to target is too easy of a game mechanic.
It is much easier to shoot a mech with flamer (because it affects all parts of the mech) than it is to concentrate weapon damage onto ONE-part of a mech (well at least in TT terms).
I would really like them to test-out these flamer boat configs in beta to see if they are overpowering or not. (and to see if that 15 heat to target is being utilised)
#19
Posted 04 June 2012 - 06:26 PM
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