Ok from what I have learned about MWO, is that Flamers do not add very much heat to a target.
But is the intended purpose of a flamer to negate the heat sinks of a shutdown mech, thus rendering it helpless?


Flamering A Shut Down Mech?
Started by Kaylos Thex, Apr 27 2013 07:16 AM
8 replies to this topic
#1
Posted 27 April 2013 - 07:16 AM
#2
Posted 27 April 2013 - 07:44 AM
Nope, as it currently stands they... well they effectively add more heat to the mech using them than the mech they are being used on.
#3
Posted 27 April 2013 - 07:45 AM
It could be. You'd need a fair few of them to keep a mech shut down, though, and you'd also need a shut-down mech to use them on. They're pretty tough to make useful otherwise.
#4
Posted 28 April 2013 - 06:34 PM
Flamers are really just a trolling weapon right now. Don't use them.
#5
Posted 29 April 2013 - 05:00 AM
UNLESS you are a STK-5L with the Phranken camo (or something really similar).
If you then pack that flamer in the CT energy Hardpoint and ran around as a huge beast that breathes fire....
THAT
IS
AWESOME!
If you then pack that flamer in the CT energy Hardpoint and ran around as a huge beast that breathes fire....
THAT
IS
AWESOME!
#6
Posted 02 May 2013 - 09:50 AM
It would be much cooler if they acted like real flamethrowers that shot a napalm like substance onto the opposing mech. It would actually stick to the mech and could be a heat over time type affect as well as obscuring vision or maybe some very light damage (a chance to overheat and crit internals). Ammo would be required to use them. I ton of solution for 10 shots (or whatever). Just a thought.
#7
Posted 03 May 2013 - 06:16 AM
Julius Scaramanga, on 02 May 2013 - 09:50 AM, said:
It would be much cooler if they acted like real flamethrowers that shot a napalm like substance onto the opposing mech. It would actually stick to the mech and could be a heat over time type affect as well as obscuring vision or maybe some very light damage (a chance to overheat and crit internals). Ammo would be required to use them. I ton of solution for 10 shots (or whatever). Just a thought.
Sir, you need to change your allegiance to the Capellan Confederation right now. We invented the very weapon you are describing, and called it the Plasma Rifle http://www.sarna.net/wiki/Plasma_Rifle. It was then made one of our signature weapons. It also had the range of a large laser.
#8
Posted 03 May 2013 - 06:36 AM
Kaylos Thex, on 27 April 2013 - 07:16 AM, said:
Ok from what I have learned about MWO, is that Flamers do not add very much heat to a target.
But is the intended purpose of a flamer to negate the heat sinks of a shutdown mech, thus rendering it helpless?
But is the intended purpose of a flamer to negate the heat sinks of a shutdown mech, thus rendering it helpless?
How they used to work. STD engine, STD heatsinks, 4 flamers, Jenner kills two Atlases (yes one was a disconnect).
http://www.youtube.com/watch?v=Tm5BXwG7K8I
At the moment their most useful purpose is blinding your enemy. Below is my many uses. Enjoy!
Flamer Centurion + flamer pack. Music starts after I make fire circles.
Flamer Stalker pre-missile nerf.
Trollbuchet
Jagermech fights ER PPC and PPC builds.
#9
Posted 03 May 2013 - 06:41 AM
Julius Scaramanga, on 02 May 2013 - 09:50 AM, said:
It would be much cooler if they acted like real flamethrowers that shot a napalm like substance onto the opposing mech. It would actually stick to the mech and could be a heat over time type affect as well as obscuring vision or maybe some very light damage (a chance to overheat and crit internals). Ammo would be required to use them. I ton of solution for 10 shots (or whatever). Just a thought.
You want inferno SRM's for that. And trust me, the programmers just started crying at the thought.
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