The problem is the Flamer weighs as much as a medium laser, while having drastically reduced range, almost no damage and poor heat transfer abilities. It's ability to blind players is honestly it's best feature, and that too is weak.
The suggestion
Flamers with advanced rules on TT can chose between heat and damage. I don't think that'd work here. Instead, I think for MW:O we should do both.
What I propose is this: The flamer be brought up as much, if not slightly more (due to the unlimited firing mechanic / vs recycle) DPS than a medium laser on top of the heat it already produces. Basically this would result in this for trade-offs:
Medium Laser - Far more range, "burst damage" (not need to continually hit the target), more accurate as it's hitscan and doesn't "burst" out of the 'mech
Flamer - Far inferior range, a need to stay on target to deliver the damage/heat and also delivers some heat to the target along with the damage
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I don't think that'd outdate the medium laser.. at all. The medium laser would undoubtedly remain the primary 1-ton energy gun on most 'mechs. However, with this level of DPS stacked on it's already existent features, the Flamer might become a viable option for fast lights & mediums.
Either way, it'd be a debate - a trade-off - even if one weapon ultimately ends up slightly better most of the time. It'd have a niche then. I'm more than alright with niche weapons, since they do serve a purpose even if it's not a common one.
TL/DR: Up flamer damage to slightly more DPS than a medium laser (to account for cycle times), to give the flamer a use with a solid secondary characteristic of heat gain. Do not touch it's range leaving the medium laser a very good reason to exist as well.
Edited by Victor Morson, 09 May 2013 - 01:32 PM.



















