I was thinking of ways to make the flamer more useful without making it cheesy, and while the heat transfer right now is too weak to make a case for these weapons, an idea did occur to me.
After a second or so of direct contact with the flames, a flame effect could be left on the victim 'mech for 7-8 seconds. During this time, heatsinks in the impacted areas (including engine ones) will lose three quarters efficiency.
Thus blasting someone with a flamer for a quick pass has lasting effects, and doesn't require the attacker to constantly stay nose-on-target at under 90m. It would also make the flamer useful without making it deal heat directly.
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Make The Flamer A Debuff Weapon: Cripple Heatsinks
Started by Victor Morson, Jun 27 2013 06:43 AM
5 replies to this topic
#1
Posted 27 June 2013 - 06:43 AM
#2
Posted 27 June 2013 - 09:43 AM
3/4? that's quiet the number there
#3
Posted 27 June 2013 - 11:19 AM
So from 3% from running, to almost 80% after a quick and dirty drive by of a Flamer, for 7-8 seconds?
How much would 2 flamers do? Drive by - KAABOOOM!
The numbers could be tweaked though I suppose. lol
How much would 2 flamers do? Drive by - KAABOOOM!
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The numbers could be tweaked though I suppose. lol
#4
Posted 27 June 2013 - 11:23 AM
This is an idea worthy of discussion, but I am finding it hard to really care about Flamers right now given the sorry state of SRMs, the still-broken LRM flight paths and damage largely going to CT, PPCs still not receiving any adjustments, and so on.
#5
Posted 27 June 2013 - 01:35 PM
MaddMaxx, on 27 June 2013 - 11:19 AM, said:
So from 3% from running, to almost 80% after a quick and dirty drive by of a Flamer, for 7-8 seconds?
How much would 2 flamers do? Drive by - KAABOOOM!
The numbers could be tweaked though I suppose. lol
How much would 2 flamers do? Drive by - KAABOOOM!
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The numbers could be tweaked though I suppose. lol
It's definitely a concept you'd want to tune once you put it in place; I'd figure the easiest way to do it would be to make the duration directly linked to the number of flamers hitting the target, rather than increasing their effectiveness in other ways. Thee quarters isn't set in stone either, but the idea is to cripple heat dissipation (rather than increase heat as a primary function.)
If they had a lingering effect, I think it'd be key. Really they could pretty much take most of these mechanics from TAG, and treat it in a similar fashion.
#6
Posted 27 June 2013 - 02:48 PM
good idea, but id say 1-3 seoncds. might make flamers more useful if each flamer debuffed 1-2 heatsinks.
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