Edited by Geist Null, 13 June 2013 - 03:09 PM.
Pgi Uses Flamers To +1 Their Incompetence Lvl
#41
Posted 13 June 2013 - 03:08 PM
#42
Posted 13 June 2013 - 03:13 PM
This idea that someone with a flamer should be able to seriously effect their opponent's heat level is absurd.
#43
Posted 13 June 2013 - 03:15 PM
When the jungle map comes out later on and you wondering why you can't move down one of the paths you mount a flamer for sure.
Like wise I think there looking into adding at a later date in time a infantry Modular the would release a hoard of screaming china men on to the battlefield and you be wishing for that flamer or MG to cut them down with.
The Flamer is a utility weapon used to kill infantry. You can try to use it on a mech but its not going to do much dmg. The flamer is also running off your fusion reactor that's why you get such a heat spike.
As per the battletech wiki:
Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release.[3] An extremely short-ranged weapon, the Flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat levels. The Flamer is also often used to set ambient objects such as trees aflame, making it useful for burning forests or cities in order to slow the enemy down or cover friendly movements. A clear example of such is the Firestarter BattleMech.
#44
Posted 13 June 2013 - 04:15 PM
Lefty Lucy, on 13 June 2013 - 03:13 PM, said:
This idea that someone with a flamer should be able to seriously effect their opponent's heat level is absurd.
unfortunately thats what flamers do and thats all they do so its not aburd. Trying to pass off the idea that flamers should do neither damage nor heat is absurd. A medium lazer weighs one ton and does 5 damage at 270 m so compare that 1 ton wep to a useless flamer? yea blown out of the water you are go home
Edited by MECH JECK DIRRECT, 13 June 2013 - 04:19 PM.
#45
Posted 13 June 2013 - 04:16 PM
Ningyo, on 13 June 2013 - 03:07 PM, said:
And to prevent stunlock complaints make it so they can never reduce an enemy mech to less than 1 heatsink of dissipation.
(sorry If I got what you wanted wrong deathlike, but looked like this was what you were aiming for)
It was more or less the idea. The max # of flamers able to hit the target should be 9 (so two hunchy flamer boats isn't somehow better than 1).
#46
Posted 13 June 2013 - 04:19 PM
#47
Posted 13 June 2013 - 04:24 PM
Sephlock, on 13 June 2013 - 04:19 PM, said:
Because making player completely lose control for the duration of the 1v1 fight is by far the worst mechanic one can implement.
#49
Posted 13 June 2013 - 04:50 PM
Steel your Life, on 13 June 2013 - 12:44 PM, said:
I feel that the flamers are just an ingame symbol to show just how incompetent your design team is capable of being.
what am i talking about?
Flamers overheat the person using them faster then they overheat the guy your using them on.
That fact aside even if you have 3 or 4 of them they dont overheat an enemy mech to the 90% cap quickly, moderately or even slowly they dont do anything at all worth having them equipped.
the reason for this post belive it or not is not to just ridicule the design team but to try and find out what possible reason there could be for failing so horribly on flamers.
Do you game test changes before you put them in updates?
Do you have trouble with basic calculations of heat per second when programming the changes into your functions?
Was it your intention to make the only weapon in the game able to overheat another mech completely useless because you dont like that game mechanic but wanted to follow tabletop?
I can't believe this is liked by people.
Who are you, in any context or capacity, to insult and "ridicule" the programming team at PGI. What was the last game you created from the ground up?
Insulting blowhard forumwarrior.
#50
Posted 13 June 2013 - 05:09 PM
To be fair Flamers are probably not even the least used weapon in the game.
based on http://mwomercs.com/...-use-154-votes/ I strongly suspect small pulse lasers take that honor.
#51
Posted 13 June 2013 - 05:23 PM
#52
Posted 13 June 2013 - 05:38 PM
Daisu who are you? Everybody can have its own opinion.
#54
Posted 13 June 2013 - 05:47 PM
Daisu Saikoro, on 13 June 2013 - 04:50 PM, said:
I can't believe this is liked by people.
Who are you, in any context or capacity, to insult and "ridicule" the programming team at PGI. What was the last game you created from the ground up?
Insulting blowhard forumwarrior.
Did you actually read the changes made to the LPL? For a .6 damage increase, heat increases by 1.3. Despite seemingly making the LPL stronger oh so slightly, it makes an already niche weapon, a lot less usable (and I use LPLs whenever it is viable, which is unfortuantely rare). Changes like the one proposed by Paul/PGI is not the way to go.
Mind you, not all changes are bad (I'm unsure if the streak change is good or bad.. as I have to see it in action), but flamers are simply not in use in any part of the meta, outside of trolling. So, technically, his original point was right. If it's not really in use for what it is functioning for, then, it's not really proper balancing... it's more like putting your finger in the air and saying it's gonna snow when you're in Texas in mid-July. That's what it amounts to.
#55
Posted 13 June 2013 - 06:52 PM
Small Laser 0.5 tons (Bad)
Machine gun 0.5 tons (requires ammo) (Bad)
AMS 0.5 tons (requires ammo) (Good)
Small pulse laser 1 ton (Absolutely horrible)
Flamer 1 ton (Absolutely horrible)
Medium Laser (Very Good)
SRM 2 (Very Bad)
TAG (Decent, maybe good very situational)
SSRM 2 (Very Good)
ECM (GODLY)
BAP (Good)
I don't think tonnage has much to do with how good items are in this game. And it really should only have so much, many things are balanced in other ways like heat, crit slots, limited placement, ammo, fragility. Unfortunately Flamer is just bad no matter how you look at it.
#56
Posted 13 June 2013 - 06:53 PM
Tested:
Jenner F with 5 flamers and TAG, 13 DHS.
vs
Jenner F with 13 DHS
When I hit 20%, he had hit about 5-6%. By around 30-40% on my heat, he was as he said "skyrocketing", ending up surpassing me around 50% and hitting 90% at about the time I was in the 75-80% range.
So at initial bursts, the heat generated by the user is greater than the enemy, but by the end the enemies heat generation is far higher than the users.
The slope for the users heat generation seems to also be even throughout.
Furthermore, using one flamer constantly will generate heat now for both teams (but extremely slow), but chain firing doesnt generate for either
Edited by hammerreborn, 13 June 2013 - 07:02 PM.
#57
Posted 13 June 2013 - 07:14 PM
MECH JECK DIRRECT, on 13 June 2013 - 04:15 PM, said:
unfortunately thats what flamers do and thats all they do so its not aburd. Trying to pass off the idea that flamers should do neither damage nor heat is absurd. A medium lazer weighs one ton and does 5 damage at 270 m so compare that 1 ton wep to a useless flamer? yea blown out of the water you are go home
Note that I said "seriously." Should a flamer be able to increase the heat level of the target? Yes, absolutely. Should a single flamer be able to bring the target to shut down heat levels. Absolutely not.
Roland, on 13 June 2013 - 05:41 PM, said:
One of the best, most useful weapons in the game?
Derp.
The ML is only useful because of its light weight. They have largely been supplanted by large energy weaposn for any purpose other than short-range backup weapons, or energy weapons for lights.
#59
Posted 14 June 2013 - 03:07 AM
But then, I also use MGs, AC2s, LBX, MPL and srms to a decent degree, maybe Im just a ******.
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