Jump to content

Those Damn Flamers


67 replies to this topic

#21 XphR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 3,514 posts
  • LocationTVM-Iceless Fold Space Observatory Entertaining cats...

Posted 24 March 2013 - 06:06 PM

View PostDavers, on 24 March 2013 - 05:42 PM, said:

Yeah, I remember being 'locked' by 6 flamer Jenners in CB. Not really fun. Flamers are one of those weapons that if one works well, a bunch is OP. But they are pretty useless now. I had a match where I was in a zombie Hunchback with only a small head laser vs a zombie Centurion with 2 torso mounted flamers. We stood toe to toe and just held down our fire buttons. I cored him without him doing anything to me.

I think I was part of that roasting Davers party, but it was only four of us, you reached a delicious golden black!

#22 Deamhan

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 484 posts
  • Location4 Wing Cold Lake

Posted 24 March 2013 - 06:07 PM

Then up the damage to 1 dps and reduce the heat generated to 1 heat per second. That is less damage than a medium while generating the same heat. Keep the same short range and keep the current heat damage.

Or

Make "heat damage" mean something else. Keep everything the same except change the heat damage to mean the amount of damage applied to the enemies gear.

So straight from the start (even when there is armor still in place) the flamer will do .2 damage to whatever is equipped to that body part.

So every second .2 damage is applied to something that is equipped there. If there is just one thing equipped and that something has 10 hp then you are looking at 50 seconds worth of continuous firing to destroy whatever it is that is equipped there. If you have two things (say two dbl heatsinks), you have each heat sink taking up the same number of slots each so each takes up 50% of the total slots taken up. The .2 damage per second then has a 50% chance to which heat sink it will go to. Effectively meaning that it would take 100 seconds to destroy both heat sinks.

If you have a double heat sink and a medium laser, the lase would take 25% while the double heat sink would take 75% (total of 4 slots where the medium uses one and the double heat sink uses 3). So you would be more likely to destroy the heat sink first and then the laser but it would take 100 seconds still to destroy both.

Hell, to be able to destroy any one thing with 10hp, it would take 5 flamers just to do it in 10 seconds. You are more likely to overheat yourself in half that time.

#23 Skyfaller

    Member

  • PipPipPipPipPipPipPipPip
  • 1,332 posts

Posted 24 March 2013 - 06:40 PM

I put flamer and 4 MG's in my Spider 5K and got a couple of people cursing my annoying little mech after my team-mates killed them.


....since they were too busy trying to swat me out of their personal space :P

#24 New Breed

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,028 posts

Posted 24 March 2013 - 06:49 PM

it took them from November to Feb to patch the MG and flamer to what they are

They will be balanced when rotary autocannons come out. (12 more years in game time lul)

#25 Bogus

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 487 posts

Posted 24 March 2013 - 06:55 PM

I have a lot of fun with a troll raven mounting dual flamers, MGs and an SRM6. Good times.

Flamers ought to do more heat damage, everyone runs loads of sinks to be combat effective and it's extremely rare that I manage to make a mech shut down. Maybe drop the generated heat a bit too, they're pretty inefficient especially compared to SL and other short-range weapons.

#26 Corbon Zackery

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,363 posts

Posted 24 March 2013 - 07:07 PM

take a tin pie pan, hair spray, and a lighter and try to burn a hole trough it.

Flamers are more of a utility weapon or used for clearing out infantry from buildings its not going to stop a 25 to 1000 ton mech.

#27 Blaze32

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 428 posts

Posted 24 March 2013 - 07:18 PM

View PostCaptain Stiffy, on 24 March 2013 - 04:10 PM, said:

What is up with these things? They seem almost completely useless. I once put like 9 of them on a hunchback just to see if it could do anything... almost nada.

Has anyone actually used them effectively?

yes!!! all the time if you see an orange jenner with 4 flamers and a med laser it is me!

How about you use them tactically like i did in my 4 mans? 2 lights with 3-4 flamers(1 with tag,1 with med laser) 1 heavy/assult LRM boat (2 LRM20s+) and one medium lrm / skermisher (1LRM10 or 1LRM15, 3+ medium lasers)

this team works wonders!!! both lights go out and designate targets while the other 2 lob the shut down mechs! The medium skermisher is to take out the leftovers and provide protection for the LRM boat

Edited by Blaze32, 24 March 2013 - 07:29 PM.


#28 Ryllen Kriel

    Member

  • PipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 754 posts
  • LocationBetween the last bottle and the next.

Posted 24 March 2013 - 08:26 PM

Flamers are nearly worthless, but I did see a flamer kill once a couple of months ago. A Jenner had lost all it's weapons except for a Flamer and was against an Awesome who had lost alot of it's major weapons and all of it's center torso armor, plus had some internal structure damage. It took the little guy awhile to use the flamer to do any damage, but it looked like it actually killed the Awesome. It was classic.

#29 Y2kHippy

    Member

  • PipPipPipPipPip
  • Fire
  • Fire
  • 195 posts

Posted 24 March 2013 - 08:35 PM

I run the same Duel Flamer + Duel Machine Gun + 6 SRM Raven and I jut refer to it as my little toy. Its a fun load out to play but if so combat ineffective that its a joke. I have chased around a Cat C1 LRM boat because he had zero close range damage, but it took me ages to take him down. I find that on Frozen City Day (the blizzard) it works well to disrupt peoples vision as they are on thermal mode. Other than that its not doing anything and not even over heating people. I have a Huchback and have thought of putting it all flamers but if as you all say they have hard limited it then that would be useless also.

#30 Moromillas

    Member

  • PipPipPipPipPipPipPip
  • 943 posts
  • LocationSecret **** moon base

Posted 24 March 2013 - 08:36 PM

If by "effectively" you mean "just for lols and giggles" then yes! Very effective. Everything else, no.

#31 jeffsw6

    Member

  • PipPipPipPipPipPipPipPip
  • 1,258 posts
  • LocationLouisville, KY (suburbs)

Posted 24 March 2013 - 08:38 PM

Dragon mechs should be able to equip a flamer in the head. Discuss.

Seriously. It's called a freaking Dragon.

#32 Ryllen Kriel

    Member

  • PipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 754 posts
  • LocationBetween the last bottle and the next.

Posted 24 March 2013 - 08:49 PM

Actually I put a flamer in the head of my Hunchbacks sometimes just to breathe fire, it's funny looking. :P

#33 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 24 March 2013 - 10:07 PM

works fine for me.

#34 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 24 March 2013 - 10:17 PM

View PostCorbon Zackery, on 24 March 2013 - 07:07 PM, said:

take a tin pie pan, hair spray, and a lighter and try to burn a hole trough it.

Flamers are more of a utility weapon or used for clearing out infantry from buildings its not going to stop a 25 to 1000 ton mech.


It's a plasma torch that weights 1000 kilograms and expels pure plasma directly from your reactor. Calling it a "flamer" is a bit insulting.

View PostMokey Mot, on 24 March 2013 - 05:49 PM, said:

PGI have capped the amount they can heat a mech (this is their primary purpose, so don't expect good damage numbers). This is to prevent people boating them as you have done, and being able to permanantly shut an enemy mech down, instead limiting the enemies damage potential. I find they can be fun fitted on my ECM commando, with 3 ssrms and 1 flamer, but I wouldnt use them on anything else.


I never understood this.

Why capping a weapon that has the shortest range and basically the highest heat per second when they have no problem with people boating OTHER weapons.

#35 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 24 March 2013 - 10:18 PM

View PostTerror Teddy, on 24 March 2013 - 10:17 PM, said:


It's a plasma torch that weights 1000 kilograms and expels pure plasma directly from your reactor. Calling it a "flamer" is a bit insulting.



I never understood this.

Why capping a weapon that has the shortest range and basically the highest heat per second when they have no problem with people boating OTHER weapons.

It's more like, an ultimate incinerator. I don't understand that last sentence.

#36 N0ni

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 2,357 posts
  • LocationIn a GTR Simulator Cockpit

Posted 24 March 2013 - 10:19 PM

View PostColonel Pada Vinson, on 24 March 2013 - 10:07 PM, said:

works fine for me.

This. Have no problems using 2 flamers in my C1, always fun to roast badly damaged Ravens. ;)

#37 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 24 March 2013 - 10:25 PM

View PostTeam Leader, on 24 March 2013 - 10:18 PM, said:

I don't understand that last sentence.


If PGI limits the total heat you can inflict on an enemy mech then they essentially forbids boating of that weapon since using more than X of them is useless.

Why? PGI has no problem with people trying to boat 4-6 ERPPC's and oneshotting people left and right but using the shortest range weapon in the game with the ability to shut down enemies mechs is somewhow too good?

It's not like you can SNIPE an enemy into shutdown with that weapon.

#38 Radko

    Member

  • PipPipPip
  • Little Helper
  • 66 posts

Posted 24 March 2013 - 11:01 PM

To anyone who says "I use them and they work":

Use nothing but flamers in testing grounds. Put 9 of them in your hunchback and see what they can do.

Try killing the stock commando with them.

#39 Team Leader

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,222 posts
  • LocationUrbanmech and Machine Gun Advocate

Posted 24 March 2013 - 11:03 PM

View PostTerror Teddy, on 24 March 2013 - 10:25 PM, said:


If PGI limits the total heat you can inflict on an enemy mech then they essentially forbids boating of that weapon since using more than X of them is useless.

Why? PGI has no problem with people trying to boat 4-6 ERPPC's and oneshotting people left and right but using the shortest range weapon in the game with the ability to shut down enemies mechs is somewhow too good?

It's not like you can SNIPE an enemy into shutdown with that weapon.

Ah I see. Much more clear. You're totally right. I don't get it either.

#40 Corvus Antaka

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 8,310 posts
  • Twitch: Link
  • LocationInner Sphere

Posted 24 March 2013 - 11:09 PM

View PostRadko, on 24 March 2013 - 11:01 PM, said:

To anyone who says "I use them and they work":

Use nothing but flamers in testing grounds. Put 9 of them in your hunchback and see what they can do.

Try killing the stock commando with them.


take spider. put 1 flamer on it. sneak up behind atlas as he unloads his first 2 shots, and keep him at 90% heat so he can never shoot again while your team rips him up.

They work. People just need to use them wisely. steady aim is well rewarded.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users