Spoiler
DPS: Damage Per Second
HPS: Heat Per Second
HDPS: Heat Damage Per Second
TT: Table Top
CC: Crowd Control
crit: ciritical strikes that damage internal components. Crit hunting weapons have greater % chance to critical strike over other weapons
HPS: Heat Per Second
HDPS: Heat Damage Per Second
TT: Table Top
CC: Crowd Control
crit: ciritical strikes that damage internal components. Crit hunting weapons have greater % chance to critical strike over other weapons
Introduction and Important Background Info
Spoiler
I’m currently writing this balancing concept because, although Flamers have received some buffs, they are still considered highly inadequate for use on the battlefield. In testing I have had it confirmed by unit members (in sync dropped 8v8 scrimmages), that two flamers are a hindrance, but are not dangerous unless my opponent is a hotter mech build. This is given that heat damage is supposed to stack exponentially.
I love using flamers, and have them on both my Death’s Knell and Blackjack-1X. Although I have used Flamers, myself, with a reasonable amount of success on the battlefield, I have had to develop the skill almost like an art form; and it is very niche work. I’m not looking for anything overpowered, but I am looking for a balanced weapon that I can utilize on the battlefield, effectively, on a normal basis. Thusly I have a proposed method of balancing. I may not be a weapon expert of any sort, but I did have over 5k of flamer damage BEFORE the damage buff, and I’ve only been playing since March. That equates to having flamers on target doing damage for almost 3.5 consecutive hours. (5000/.4DPS = 12500 seconds of damage / 60sec/min= 208.3min / 60min/hr = 3.47 hrs.). That being said, I think I know a thing or two about Flamers, at least.
This method of balancing heavily utilizes Dark Jaguar’s write-up on how to fix the game overall, for information referencing and solid number calculations. His write up can be found here: DarkJaguar's Open Letter to PGI However, I also include a possible rebalance to the flamer to make it more viable given the current state of the game.
The current flamer, as it stands, is only effective against med-high to high heat builds, and only if you have several flamers in use at once. True effectiveness of the flamer also relies upon the enemy continuing to fire its weapons while I keep a stream of fire upon them. IF I can get an enemy mech to shut down I have to hope that I have allies there able to attack him while he is crippled. Also, I should not be forced to use large quantities of flamers to do significant heat damage to an enemy mech. Since my HPS scales at what appears to be relatively close to enemy HDPS scaling, I would shut myself down just as fast as my opponent. That defeats the purpose and is the true death of the flamer as it currently stands on MWO.
I love using flamers, and have them on both my Death’s Knell and Blackjack-1X. Although I have used Flamers, myself, with a reasonable amount of success on the battlefield, I have had to develop the skill almost like an art form; and it is very niche work. I’m not looking for anything overpowered, but I am looking for a balanced weapon that I can utilize on the battlefield, effectively, on a normal basis. Thusly I have a proposed method of balancing. I may not be a weapon expert of any sort, but I did have over 5k of flamer damage BEFORE the damage buff, and I’ve only been playing since March. That equates to having flamers on target doing damage for almost 3.5 consecutive hours. (5000/.4DPS = 12500 seconds of damage / 60sec/min= 208.3min / 60min/hr = 3.47 hrs.). That being said, I think I know a thing or two about Flamers, at least.
This method of balancing heavily utilizes Dark Jaguar’s write-up on how to fix the game overall, for information referencing and solid number calculations. His write up can be found here: DarkJaguar's Open Letter to PGI However, I also include a possible rebalance to the flamer to make it more viable given the current state of the game.
The current flamer, as it stands, is only effective against med-high to high heat builds, and only if you have several flamers in use at once. True effectiveness of the flamer also relies upon the enemy continuing to fire its weapons while I keep a stream of fire upon them. IF I can get an enemy mech to shut down I have to hope that I have allies there able to attack him while he is crippled. Also, I should not be forced to use large quantities of flamers to do significant heat damage to an enemy mech. Since my HPS scales at what appears to be relatively close to enemy HDPS scaling, I would shut myself down just as fast as my opponent. That defeats the purpose and is the true death of the flamer as it currently stands on MWO.
Flamer Functionality and Purpose
Spoiler
Flamers in TT are used for CC purposes. There are many ways they do this. Flamers used on terrain light fires, which creates ambient heat on enemy mechs and damages infantry and light units passing through. Smoke screens from said fires hinder enemy sensors, vision, and mitigate enemy laser weaponry (lasers are beams of concentrated light, smoke breaks up the light beam). You cannot do this in MWO. What you can do, however, is raise your enemy’s heat and prohibit them from using their weaponry.
The current state of flamers only lets a pilot complete this task to a hindered extent. As stated above, testing shows that multiple flamers MUST be used in tandem to be effective against even non-heat-efficient builds. The best you can hope for, otherwise, is to mitigate enemy heat sink effectiveness as you pass by and harass your enemy.
In TT, you are capable of heating an enemy up to the point you force a reactor overload and destroy the engine. It takes a great deal of effort once the enemy mech shuts down, but it can be done. At the very least you are capable of keeping the enemy in a shutdown state. This is often referred to as stun-locking. PGI has stated that they do not want to allow for Flamers to stun-lock the enemy. My response to that is if a team is actually working together, then it should be nigh impossible for me to stun-lock and kill someone. If they’re the last mech on the battlefield, then they need to keep me at range, which is not hard to do since I have to close within 64m.
However, in the seeking of balance, at the very least make the Flamer heat damage cap out at whatever heat % a mech will restart. If that is 90%, then leave it at 90%. Give the enemy a chance to run away and open up a distance between the flamer wielder and themselves. I certainly understand that a mech pilot does not want to spend an entire match in a shut down state. I know I would not be happy about that. On the other hand, because of the flamer heat generation on the flamer wielder, it would also be extremely difficult to attempt to keep someone in a shutdown state, or even close to it. At some point the flamer wielder must allow himself to cool off, as well. Flamers are not exactly shy on their own heat generation.
The current state of flamers only lets a pilot complete this task to a hindered extent. As stated above, testing shows that multiple flamers MUST be used in tandem to be effective against even non-heat-efficient builds. The best you can hope for, otherwise, is to mitigate enemy heat sink effectiveness as you pass by and harass your enemy.
In TT, you are capable of heating an enemy up to the point you force a reactor overload and destroy the engine. It takes a great deal of effort once the enemy mech shuts down, but it can be done. At the very least you are capable of keeping the enemy in a shutdown state. This is often referred to as stun-locking. PGI has stated that they do not want to allow for Flamers to stun-lock the enemy. My response to that is if a team is actually working together, then it should be nigh impossible for me to stun-lock and kill someone. If they’re the last mech on the battlefield, then they need to keep me at range, which is not hard to do since I have to close within 64m.
However, in the seeking of balance, at the very least make the Flamer heat damage cap out at whatever heat % a mech will restart. If that is 90%, then leave it at 90%. Give the enemy a chance to run away and open up a distance between the flamer wielder and themselves. I certainly understand that a mech pilot does not want to spend an entire match in a shut down state. I know I would not be happy about that. On the other hand, because of the flamer heat generation on the flamer wielder, it would also be extremely difficult to attempt to keep someone in a shutdown state, or even close to it. At some point the flamer wielder must allow himself to cool off, as well. Flamers are not exactly shy on their own heat generation.
Stat Comparison TT Canon vs. MWO and How it can be Rebalanced
Spoiler
The stat comparisons between a TT Flamer and an MWO flamer are rather stark. In TT one “round” of combat covers 10 seconds of real time. This gives us a basis for forming actual comparisons between the MWO and TT weapons. I thank Dark Jaguar for pre-calculating most of these comparisons in his previously cited thread.
Range:
MWO- 64m
TT- 90m
Range Difference- for being overall weaker than its TT counterpart, the Flamer in MWO also suffers greatly from having a significantly reduced range. Whether this is due to rendering issues of fire graphics or more attempts at balancing, it should be remedied, as it is the shortest ranged weapon in the game and doesn’t even have a max “effective” range like every other energy and ballistic weapon. The next closest weapon is the Small Pulse Laser, which still reaches out to 180m (albeit with reduced damage past 90)
Damage:
MWO Damge- .7
TT Damage- 2
MWO DPS- .7 (.35 Actual DPS given MWO has double armor numbers)
TT DPS- .2
DPS Difference- factor of 1.75 times higher than TT. . . this is nothing compared to AC2’s having a factor of 10, UAC5’s having a factor of 4.55, and small pulse lasers having a factor of 2.06 (see Dark Jaguar’s complete write-up for all damage comparisons) which leave the game in a damage control mess. Also, although Flamers in TT can only damage infantry, battle armor, and light vehicles, retaining slight damage to mechs in MWO should be kept in the attempt to balance ALL mech mounted weaponry for use in the game.
Heat:
MWO Heat- 1 (scales from there and grows exponentially over time)
TT Heat- 3
MWO HPS- 1 (scales from there and grows exponentially over time)
TT HPS- .3
HPS Difference- factor of 3.33 times higher heat generation on the user, however this also does not factor in the growing and scaling heat over time that builds up on the user, further mitigating effectiveness. Even in comparison to other MWO weaponry, the typical MWO weapon generates twice the HPS of a TT variant, so this is still another 1.33 times higher than that.
Heat Damage:
MWO Heat Damage- 0 (starts from 0 and grows over time, exponentially stacking across flamers)
TT Heat Damage- 6
MWO HDPS- 0 (starts from 0 and grows over time, exponentially stacking across flamers)
TT HDPS- .6
HDPS Difference- MWO requires users to keep flamers on target long periods of time to be effective, for heat stacking and scaling to kick in. TT gives consistent HDPS over time, while only a missed shot will detract from this (although it may not if you hit the terrain and raise ambient heat anyway).
As we can see, not only is TT heat damage consistent, but it inflicts heat damage at values TWICE that of heat generated on the user. MWO does not give us this feature; instead we must maintain contact to be effective. Missed shots in MWO causes you to lose HDPS significantly, and if the stream is broken too long you need to restart your HDPS scale while your HPS appears to be on hold for longer periods of time, and does not reset. Testing was very difficult to determine exact time HPS scale resets, however broken streams from the target seemed to reset HDPS almost immediately. This gives us extremely unreliable HDPS capabilities. Even just changing MWO values to be more flat values in a 1HPS:2HDPS ratio, regardless of numbers would make for more balanced flamers right off the bat.
Range:
MWO- 64m
TT- 90m
Range Difference- for being overall weaker than its TT counterpart, the Flamer in MWO also suffers greatly from having a significantly reduced range. Whether this is due to rendering issues of fire graphics or more attempts at balancing, it should be remedied, as it is the shortest ranged weapon in the game and doesn’t even have a max “effective” range like every other energy and ballistic weapon. The next closest weapon is the Small Pulse Laser, which still reaches out to 180m (albeit with reduced damage past 90)
Damage:
MWO Damge- .7
TT Damage- 2
MWO DPS- .7 (.35 Actual DPS given MWO has double armor numbers)
TT DPS- .2
DPS Difference- factor of 1.75 times higher than TT. . . this is nothing compared to AC2’s having a factor of 10, UAC5’s having a factor of 4.55, and small pulse lasers having a factor of 2.06 (see Dark Jaguar’s complete write-up for all damage comparisons) which leave the game in a damage control mess. Also, although Flamers in TT can only damage infantry, battle armor, and light vehicles, retaining slight damage to mechs in MWO should be kept in the attempt to balance ALL mech mounted weaponry for use in the game.
Heat:
MWO Heat- 1 (scales from there and grows exponentially over time)
TT Heat- 3
MWO HPS- 1 (scales from there and grows exponentially over time)
TT HPS- .3
HPS Difference- factor of 3.33 times higher heat generation on the user, however this also does not factor in the growing and scaling heat over time that builds up on the user, further mitigating effectiveness. Even in comparison to other MWO weaponry, the typical MWO weapon generates twice the HPS of a TT variant, so this is still another 1.33 times higher than that.
Heat Damage:
MWO Heat Damage- 0 (starts from 0 and grows over time, exponentially stacking across flamers)
TT Heat Damage- 6
MWO HDPS- 0 (starts from 0 and grows over time, exponentially stacking across flamers)
TT HDPS- .6
HDPS Difference- MWO requires users to keep flamers on target long periods of time to be effective, for heat stacking and scaling to kick in. TT gives consistent HDPS over time, while only a missed shot will detract from this (although it may not if you hit the terrain and raise ambient heat anyway).
As we can see, not only is TT heat damage consistent, but it inflicts heat damage at values TWICE that of heat generated on the user. MWO does not give us this feature; instead we must maintain contact to be effective. Missed shots in MWO causes you to lose HDPS significantly, and if the stream is broken too long you need to restart your HDPS scale while your HPS appears to be on hold for longer periods of time, and does not reset. Testing was very difficult to determine exact time HPS scale resets, however broken streams from the target seemed to reset HDPS almost immediately. This gives us extremely unreliable HDPS capabilities. Even just changing MWO values to be more flat values in a 1HPS:2HDPS ratio, regardless of numbers would make for more balanced flamers right off the bat.
Enemy Heat Dissipation and HDPS
Spoiler
Regardless of changes made to flamers, numbers on HDPS would still need to be balanced to actually be effective against enemy heat dissipation. If weapons and heat were rebalanced in accordance with Dark Jaguar’s post, then an actual .3HPS:.6HDPS Flamer would truly be effective in MWO. However, given the current state of the game, the actual numbers would need to be significantly higher to be effective. Since most MWO weapons generate two times (or higher) HPS and cool effectively on their own, and flamers need to have hindering/damaging levels of HDPS, I propose the testing of a 1.2HPS:2.5HDPS Flamer.
This tips the scale slightly past TT levels, but not too far beyond what MWO weapons currently generate on users. While keeping damage values low, the Flamer remains a utility weapon that is a hindrance even if only one is used, as it simulates the approximate constant firing of somewhere between an ER Large Laser (2.24HPS) and an ER PPC (2.75HPS). On the other hand, HPS for the user is equal to firing an AC10 (1.2HPS) nonstop as well . . . so it is still a reasonably heat generating weapon for the user. Having both the user’s and target’s heat sinks mitigated during this time ensures that controlled bursts of Flamer shots will be used.
This tips the scale slightly past TT levels, but not too far beyond what MWO weapons currently generate on users. While keeping damage values low, the Flamer remains a utility weapon that is a hindrance even if only one is used, as it simulates the approximate constant firing of somewhere between an ER Large Laser (2.24HPS) and an ER PPC (2.75HPS). On the other hand, HPS for the user is equal to firing an AC10 (1.2HPS) nonstop as well . . . so it is still a reasonably heat generating weapon for the user. Having both the user’s and target’s heat sinks mitigated during this time ensures that controlled bursts of Flamer shots will be used.
Conclusion via Proposed Flamer Stats
Spoiler
Recommended Flamer stats if MWO is overhauled a la Dark Jaguar’s post (again found here: http://mwomercs.com/...ver-fix-balance )
Damage: .2 (remove crit hunting abilities . . . no longer needed)
DPS: .2
Heat: .3
HPS: .3 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: .6 (calculated every .1 second of contact with enemy)
HDPS: .6 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Reasoning: If the game is rebalanced an all features are implemented in the way Dark Jaguar has proposed, most values would be able to return to TT numbers and be completely balanced. Using the TT HPS, DPS, and HDPS metrics to recalculate all values of MWO would make this a highly acceptable Flamer build granting good CC capacity. As a side note, for Clan Flamers (since the only difference in TT is that Clan Flamers weight .5 tons instead of 1) remove all damage and raise HDPS to .8, making them more effective at raising enemy heat while removing their ability to physically damage opponents unless you make their reactor overload.
Recommended Flamer stats if MWO remains in its current state of play:
Damage: .8 (retain crit hunting abilities to balance higher armor/internal values over TT)
DPS: .8
Heat: 1.2
HPS: 1.2 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: 2.5 (calculated every .1 second of contact with enemy)
HDPS: 2.5 Flat (remove heat scaling, flamer heat damage stacks additively)
Range: 90m
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Reasoning: If the game remains in its current state of balancing and tuning, this allows flamers to do heat damage comparable to enemy mechs firing a single high heat weapon continuously, which will allow flamers to serve their intended purpose of CC. The higher HPS and the consistency of HPS and HDPS force flamers to be used in bursts, but ensure that bursts that land on target do valuable Heat Damage.
Future Concept . . . Clan Flamer Proposition, Given Current State of play:
Tons- .5
Damage: 2.5 (retain crit hunting abilities to balance higher armor/internal values over TT)
DPS: 2.5
Heat: 1.2
HPS: 1.2 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: 1.3 (calculated every .1 second of contact with enemy)
HDPS: 1.3 Flat (remove heat scaling, flamer heat damage stacks additively)
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Range: 64m
Reasoning: These stats for the Clan Flamer would allow players to carry a "superior" version that mitigates most of the enemy heat generation capabilities and trades it for a stark difference in DPS. This choice, in turn, can create two different styles of play with Flamers . . . those who wish to support their team in CC and those who wish to do heavy amounts of close quarter damage. Heat damage equal to heat generation is in place to allow some mild CC capacity, however having the HPS and HDPS values nearly equal prevents heavy CC use. Range is cut short to the current value, instead of 90m, to create a high risk/high reward scenario for the damage dealt. Technologically speaking range needs to be shorter for the high grade armor melting plasma that is released to be effective.
Damage: .2 (remove crit hunting abilities . . . no longer needed)
DPS: .2
Heat: .3
HPS: .3 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: .6 (calculated every .1 second of contact with enemy)
HDPS: .6 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Reasoning: If the game is rebalanced an all features are implemented in the way Dark Jaguar has proposed, most values would be able to return to TT numbers and be completely balanced. Using the TT HPS, DPS, and HDPS metrics to recalculate all values of MWO would make this a highly acceptable Flamer build granting good CC capacity. As a side note, for Clan Flamers (since the only difference in TT is that Clan Flamers weight .5 tons instead of 1) remove all damage and raise HDPS to .8, making them more effective at raising enemy heat while removing their ability to physically damage opponents unless you make their reactor overload.
Recommended Flamer stats if MWO remains in its current state of play:
Damage: .8 (retain crit hunting abilities to balance higher armor/internal values over TT)
DPS: .8
Heat: 1.2
HPS: 1.2 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: 2.5 (calculated every .1 second of contact with enemy)
HDPS: 2.5 Flat (remove heat scaling, flamer heat damage stacks additively)
Range: 90m
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Reasoning: If the game remains in its current state of balancing and tuning, this allows flamers to do heat damage comparable to enemy mechs firing a single high heat weapon continuously, which will allow flamers to serve their intended purpose of CC. The higher HPS and the consistency of HPS and HDPS force flamers to be used in bursts, but ensure that bursts that land on target do valuable Heat Damage.
Future Concept . . . Clan Flamer Proposition, Given Current State of play:
Tons- .5
Damage: 2.5 (retain crit hunting abilities to balance higher armor/internal values over TT)
DPS: 2.5
Heat: 1.2
HPS: 1.2 Flat (remove heat scaling, flamer heat stacks additively)
Heat Damage: 1.3 (calculated every .1 second of contact with enemy)
HDPS: 1.3 Flat (remove heat scaling, flamer heat damage stacks additively)
Heat Damage Cap: Whatever heat % a mech starts up at after shutdown/90%
Range: 64m
Reasoning: These stats for the Clan Flamer would allow players to carry a "superior" version that mitigates most of the enemy heat generation capabilities and trades it for a stark difference in DPS. This choice, in turn, can create two different styles of play with Flamers . . . those who wish to support their team in CC and those who wish to do heavy amounts of close quarter damage. Heat damage equal to heat generation is in place to allow some mild CC capacity, however having the HPS and HDPS values nearly equal prevents heavy CC use. Range is cut short to the current value, instead of 90m, to create a high risk/high reward scenario for the damage dealt. Technologically speaking range needs to be shorter for the high grade armor melting plasma that is released to be effective.
As a final shameless plug the Firestarter was one of my favorite mechs of all time in TT, and I would love to see it implemented into MWO.
Spoiler
Sarna Firestarter Basic Reference
Viable 3050 Variants for use for this 35 ton chassis:
FS9-H: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 2 Machine Guns
FS9-S1: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 1 Small Laser, Endo Steel Internals, ECM, AMS
FS9-C: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 2 Small Lasers, 2 SRM2s, Endo Steel Internals, Double Heat Sinks
Viable 3050 Variants for use for this 35 ton chassis:
FS9-H: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 2 Machine Guns
FS9-S1: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 1 Small Laser, Endo Steel Internals, ECM, AMS
FS9-C: Jump Jets, STD 210 Engine, 4 Flamers, 2 Medium Lasers, 2 Small Lasers, 2 SRM2s, Endo Steel Internals, Double Heat Sinks