

Flamer Changes Inbound
#21
Posted 16 May 2013 - 01:47 PM
The first 10-15 seconds a mech can put out its alpha strike damage. After that without cooling down most builds are limited to approximately 5 damage per second. A mech with flamers forces a mech to either back off and cool down or limits his damage output.
#22
Posted 16 May 2013 - 05:08 PM
Tennex, on 16 May 2013 - 08:39 AM, said:
its going to be a bad mechanic.
PGI is really good at making these bad mechanics.
- if you get flamers, and you go up against someone using ballistic/missile weapons. you are screwed.
- if you get missiles, and you go up against someone who has ECM. you are screwed.
this is very binomial gameplay. its just bad game design.
It needs to simply increase the cooldown of weapons on the targeted mech
Where were you when they were making MW4:Mercs...you could've shared your great wisdom with the devs there too since it worked the way they are describing in MWO...
#23
Posted 16 May 2013 - 05:51 PM
Syllogy, on 16 May 2013 - 11:02 AM, said:
Well, if what people are talking about and not linking to because screw showing where you get your info from, there will be damage past a certain threshold, so flamers will make people take internal damage from alphaing at 90%
#24
Posted 16 May 2013 - 09:18 PM
#25
Posted 16 May 2013 - 11:07 PM
Spheroid, on 16 May 2013 - 08:07 AM, said:
$200,000,000 CBills on either
1) They won't
2) This is the DirectX 11 announcement all over again. Remember when Bryan said we were getting that, last October...

Edited by mwhighlander, 16 May 2013 - 11:07 PM.
#26
Posted 17 May 2013 - 07:08 AM
Why? Because this makes Flamers an irritating weapon, whose primary effect is to frustrate the target.
In tabletop that's not an issue, because you're actually not in that cockpit and usually have plenty of other things to do. But in MWO, where controlling the mech is what you do, getting shut down by flamers is going to be extremely frustrating, and in time the forum rage will see flamers nerfed.
And I'd have to agree with it: any system whose primary purpose is to annoy and frustrate players has no place in modern game design. Same reason why CC is very limited in modern MMOs, and why ECM is so hated.
#27
Posted 17 May 2013 - 07:10 AM
They will force players to pick their shots when they are being heated up though.
#28
Posted 17 May 2013 - 07:20 AM
#29
Posted 17 May 2013 - 07:21 AM
Syllogy, on 17 May 2013 - 07:10 AM, said:
They will force players to pick their shots when they are being heated up though.
I meant "shut down" as in denying them the ability to fight normally. At 90% heat you're not getting off any meaningful attack before you shut down. Even a couple of medium lasers will cause shutdown, after all.
That's frustrating, and irritating, and I doubt it'll be enjoyable.
That said, I hope I'm wrong, if it instead adds more tactical depth to the game wihtout being a source of frustration, then I'll be happy. I'm just not hopeful, because the whole point of flamers in the first place is to restrict a mech's actions.
#30
Posted 17 May 2013 - 07:34 AM
Itkovian, on 17 May 2013 - 07:21 AM, said:
I meant "shut down" as in denying them the ability to fight normally. At 90% heat you're not getting off any meaningful attack before you shut down. Even a couple of medium lasers will cause shutdown, after all.
That's frustrating, and irritating, and I doubt it'll be enjoyable.
That said, I hope I'm wrong, if it instead adds more tactical depth to the game wihtout being a source of frustration, then I'll be happy. I'm just not hopeful, because the whole point of flamers in the first place is to restrict a mech's actions.
Having the enemy team game after game consist of 5-6 assaults boating PPCs/Guass is frustrating, irritating, and without a doubt not enjoyable.
Their tears will be enjoyable.
Edited by hammerreborn, 17 May 2013 - 07:34 AM.
#31
Posted 17 May 2013 - 07:44 AM
General Taskeen, on 16 May 2013 - 09:09 AM, said:
the flamer and the MG where viable in MWLL, its just that devs dont notice that using TT stats for some weapons and for some not doesnt work, should have balanced the weapons for a real time game instead of using numbers that where balanced for a TT game.
#32
Posted 17 May 2013 - 07:46 AM
Syllogy, on 16 May 2013 - 08:05 AM, said:
- A powered down enemy will not generate heat when hit with flamers, but will still take damage.
https://twitter.com/...990377910571009
Links courtesy of Thontor.
I am still a little worried that FLamers might become too good, but this is a feature that might avoid the risks.
ANd of course it remains to be seen how Flamers stack. The quoted feature won't do anything if a 8 Flamer Hunchback can effectively shutdown a mech in 2 seconds, but if it takes longer (and/or more mechs with 8 FLamers), then it could be okay.
Personally, I probably wouldn't risk making the crowd control component of Flamers. I'd have only made them more heat efficient and maybe more damaging.
#33
Posted 17 May 2013 - 07:52 AM
Edited by Syllogy, 17 May 2013 - 07:53 AM.
#34
Posted 17 May 2013 - 07:55 AM
#35
Posted 17 May 2013 - 07:57 AM
Stock Atlas CT = 94 Armor + 62 Internals = 156 Points
156 / 3.6 = 43.3 seconds of sustained fire to the CT in order to kill an Atlas.
Vasces Diablo, on 17 May 2013 - 07:55 AM, said:
Not really. The lowest amount of Heat Threshold you can have is 40. (30 + 10 single heatsinks) Anything with doubles will have a minimum of 50.
Anything that generates less than 5 heat per shot can be fired with impunity. Even firing an AC20 would be a very short power down/up cycle.
Also, remember that you can manually power down to drain heat. A mech equipped with all Flamers can't do very much DPS, and they will also suffer from the heat that they generate.
Edited by Syllogy, 17 May 2013 - 08:03 AM.
#36
Posted 17 May 2013 - 08:17 AM
Second, I don't think it will be all that effective. A light mech is going to have to keep the flamers on-target to make it work. That means, staying inside 90m of the target. Even if he is running in circles, he's going to be VERY predictable and a team mate can blast him in half. The flamer mech will be very vulnerable doing this.
As for the "frustration" has no place. That pretty much describes my entire Spider 5D mech I run. It is a giant, running, flying psychological warfare machine designed to frustrate enemy pilots and make them do stupid stuff. I never fight "fair" (as defined by most assault mech pilots). Should light mechs have no place in the game then?
#37
Posted 17 May 2013 - 08:37 AM
Vasces Diablo, on 17 May 2013 - 07:55 AM, said:
That's basically my concern.
If it turns out not to be the case, then kudos to the devs.
#38
Posted 17 May 2013 - 08:46 AM
Itkovian, on 17 May 2013 - 07:21 AM, said:
I meant "shut down" as in denying them the ability to fight normally. At 90% heat you're not getting off any meaningful attack before you shut down. Even a couple of medium lasers will cause shutdown, after all.
That's frustrating, and irritating, and I doubt it'll be enjoyable.
That said, I hope I'm wrong, if it instead adds more tactical depth to the game wihtout being a source of frustration, then I'll be happy. I'm just not hopeful, because the whole point of flamers in the first place is to restrict a mech's actions.
Sorry bro, but I have to laugh hysterically before I answer....
Bottom line: If you`re (not you. spefically, this is a blanket statement) such a bad player or have such a cheesey build that you not only let someone with a flamer get UNDER 90 YARDS away from you (maxrange flamer 90 yards, max effective range 64(!) ), but actually can`t do anything to stop him from wailing on you for about 60 seconds, including running to your team, then you deserve every second of humiliation you`re about to receive.
My instictive thought in a (non-er) PPC cheesebuild would be to shut down manually for 15 seconds and let my heat dissipate to zero, then haul *** towards my team as fast as possible... it`S not like the flamer is causing significant damage, and he`s announcing his presence to your team with a huge swath of flame in front of his mech.
But yeah, that`s SOOO hard that flamers probably will be nerfed... but it won`t be because Flamers are OP, but rather because skill is and you don`t get it awarded like C-Bills.

Edited by Zerberus, 17 May 2013 - 08:52 AM.
#39
Posted 17 May 2013 - 09:15 AM
The statement of intent for flamers should be: "the flamer is a weapon that educates your opponent. Properly deployed, it teaches them heat management and weapon discipline. The strong counter to a flamer is teamwork / communication: always deploy with a wingman."
That said, I am not opposed to the idea of limited flamer fuel (it takes time to recharge from the reactor - similar to the way jump jets work).
#40
Posted 17 May 2013 - 09:19 AM

Should make your mech melt. To hell with "stun locking" arguments. You let an entire team get within 64 meters of you, you explode now.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users