Shumabot, on 13 June 2013 - 01:02 PM, said:
Let them be a stunlock. It's a gun that requires that you overheat yourself, do almost no damage, and facehug something that is probably in the process of killing you while its friends ALSO are killing you. Pretending that a stunlock would somehow be overpowered is stupid, you know what's better than a stunlock? Killing your opponent, it's a stunlock that lasts forever, the least you could do is make the high risk, high investment temporary stunlock able to be materially useful in some fashion.
Stun is a ****** mechanic in my opinion. I would prefer making them less "high risk" to the user as opposed to making them more deadly. Not that I really care what happens to the flamer =P
IceSerpent, on 13 June 2013 - 01:15 PM, said:
1. Flamer fires one burst of flame (instead of conitnuous fire) on 10s cooldown.
2. Each shot (burst) bumps the heat of the target by 40 (100% of scale with 10 default heatsinks) and shooter's heat by 10.
3. Destruction of the flamer bumps carrier's heat by 60 (150% of scale with 10 default heatsinks).
Any objections?
I was actually only referring to the OP since it was all whine and no solution. But since you asked, yes. It seems massively good (especially for a single ton). The long cooldown won't matter since you'd only need to use it once at the right time to completely **** someone over (and you could mount more if you ever cared). It's a hugely advantageous tradeoff (4:1), and I don't think the chance for it to cause problems if it blows up is a good way to balance it out.
The flamer is a single ton and critical slot. I'm not saying I know what to do about it, but I think that would cause some super icky balance problems with brawlers.
Steel your Life, on 13 June 2013 - 01:19 PM, said:
you make flamers have fuel the fuel refills slowly drawing reserves from your engine. However you make the heat from the flamer last longer on the enemy so say you use your flame to heat the enemy up and now the enemy is at 50% heat well you stop using your flame becasue it runs out of fuel and is overheating you. So you must stop and run away to recharge or use a diff weapon group for a while. The enemy while no longer being heated his mech remains with a cool down penalty aplied to even though he is no longer being affected by a dirrect flamer. So think of it as a flamer weapon casting a debuff on you or a curse that makes you lose considerable cool down ability for a decent amount of time 5-15 seconds depending on how long the flamer put his flames on you and how many flames were on you (a stacking debuff system).
Before I read it, props for having an idea instead of just bitching.
Interesting. I'm not sure how I feel about it yet, but I like the originality. You'd have to sort out some implementation details so that a Spider couldn't just run around quickly tagging everyone to cause a heat penalty. You'd also have to figure out how multiple flamers would work together.
The only thing I have against it is how complex of a system it is for a single weapon. Regardless, I'd love to see stuff like this on a live test server to see how it plays.
Edited by Homeless Bill, 13 June 2013 - 01:39 PM.