Pgi Uses Flamers To +1 Their Incompetence Lvl
#61
Posted 14 June 2013 - 03:18 AM
Personally I would rather they set people on fire for a short duration (Say, like applying NARC, but with fire) that would reduce their ability to dissipate heat until flames went out (not remove, but reduce their total) this would make boating them pretty pointless but make having one on hand much more attractive to lights/infighters.
Of course this completely negates the point of the BJ-1X stock but.....really who runs that thing stock?
#64
Posted 14 June 2013 - 01:01 PM
Keeping an enemy mech at 90% heat would be incredibly effective without being a stun lock.
#65
Posted 14 June 2013 - 01:49 PM
Gorgarath, on 13 June 2013 - 12:52 PM, said:
no your wrong this has been tested in many other posts and by me personaly flamers will overheat you faster than the enemy so your FALSE!!!
Gorgarath, on 13 June 2013 - 12:52 PM, said:
no your wrong this has been tested in many other posts and by me personaly flamers will overheat you faster than the enemy so your FALSE!!!
flamers are a tool, not a weapon. they were used to kill infantry and destroy material. the heat thing was a secondary quirk.
#66
Posted 14 June 2013 - 01:52 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?
Someone is butt-hurt.
Flamers also are good to block a pilots vision...
Edited by Frisk, 14 June 2013 - 01:53 PM.
#67
Posted 14 June 2013 - 04:42 PM
but really flamers are not that bad right now, least they work...kinda and they cant be boated! huzzah!.... yeah....
#68
Posted 14 June 2013 - 08:34 PM
MasterErrant, on 14 June 2013 - 01:49 PM, said:
Right, BUT like the Machine Gun... BOTH actually do small damage to Battle Mechs and this is a game where infantry does not exist.
Basically they should have concentrated on making the Flamer do work as one weapon (1 ton, same as medium laser) and balance it from there.
Xeno Phalcon, on 14 June 2013 - 03:18 AM, said:
If you can't think outside the box, then of course not. The devs have instituted an anti-stun 'cap' to the amount of heat the flamer raises a Mech too. Past Mech games didn't have the concept of anti-stun 'cap' to heat for Flamers.
If they MARRY the concept of this weapon from past games and the current, then we get a useful Flamer.
Edited by General Taskeen, 14 June 2013 - 08:41 PM.
#69
Posted 15 June 2013 - 02:08 AM
#70
Posted 15 June 2013 - 02:14 AM
CTsai, on 15 June 2013 - 02:08 AM, said:
#71
Posted 15 June 2013 - 06:45 AM
Damage is based on your heat level~
And, firing them reduces heat which is used as a resource.
But wak, that is op, or very op...
First lets look at damage
At 0-24% heat your flamers do .3 dps
At 25-49% heat your flamers do .6 dps
At 50-74% heat your flamers do .9 dps
At 75-99% heat your flamers do 1.2 dps
Flamers would also apply stacks of a heatsink debuff that temporarily shuts down hs cooling ability
1-10 stacks that sluff off after 1 second per stack
That means the most you can do is negate 10 heatsinks worth of cooling so if you were under fire by a flamerboat, you could flame back, or really slow your firing to keep from overheating
Now heat application would be lowered to 80% cap, and heat per firing would change slightly.
At 0-24% heat, you spend 1 heat to apply .5 heat.
At 25-49% heat you spend 1 heat to apply 1 heat.
At 50-74% heat you spend 1 heat to apply 2 heat.
At 75-99% heat you spend 1 heat to apply 4 heat.
Nobody is getting stunlocked, everyone will have some flamers.
#72
Posted 15 June 2013 - 07:06 AM
OP USES YET ANOTHER POST TO +1 THEIR INCOMPETENCE LVL
#74
Posted 17 June 2013 - 06:33 AM
Unbound Inferno, on 13 June 2013 - 12:59 PM, said:
In BT the Flamer matches the range of the Small Laser, but its damage is less
Flamer
3 Heat
2 Damage
1-3 Range
1 Ton IS
0.5 Ton Clan
Small Laser
1 Heat
3 Damage
1-3 Range
0.5 Ton
The current damage spread of it is fine, but the value of it needs to be less and the range ought to be up from 64m. I would say a max range of 120m on the Flamer, with 0.2 damage - the self heat needs to be reduced to 0.3 with the target receiving a total 0.5 heat. That is calculated on a relative reduction similar to original MG damage.
A good item to add right here.
Quote
Description
Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release.
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."
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