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Suggested Flamer Rebalance And Firestarter Mech Request


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Poll: Flamer Rebalancing and Firestarter Mech (100 member(s) have cast votes)

Do you agree with the OP that the flamer is in severe need of rebalancing?

  1. Yes (92 votes [92.00%])

    Percentage of vote: 92.00%

  2. No (8 votes [8.00%])

    Percentage of vote: 8.00%

Do you agree with the basic premise of the flamer rebalance proposed (numbers are merely guidelines)?

  1. Yes (90 votes [90.00%])

    Percentage of vote: 90.00%

  2. No (10 votes [10.00%])

    Percentage of vote: 10.00%

Do you like the premise of the recommended Clan Flamer stats for different styles of gameplay (numbers as merely guidelines)?

  1. Yes (79 votes [79.00%])

    Percentage of vote: 79.00%

  2. No (21 votes [21.00%])

    Percentage of vote: 21.00%

Would you like to see the Firestarter implemented into MWO with the listed variants?

  1. Yes (73 votes [73.00%])

    Percentage of vote: 73.00%

  2. Yes, but use different variants (16 votes [16.00%])

    Percentage of vote: 16.00%

  3. No (11 votes [11.00%])

    Percentage of vote: 11.00%

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#41 Sereglach

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Posted 11 February 2014 - 03:38 PM

I thank everyone for the continued and constructive discussion, here. Lots of interesting points and thoughts. I'm personally holding off on having more feedback for the Flamer until I see the next sweep of balance adjustments slated to come out for the weapon system.

However, to make a few quick points on what's been discussed:

-For HammerSwarm: I stated that the smoke screen and other aspects of the flamers are items that CAN be done in TT but CANNOT be done in MWO. Although your concepts for implementation are interesting, I believe the performance and programming issues will be obstacles for trying to implement such systems for the flamer. The utility and usefulness issues are more easily overcome with a different balancing system for the weapon.

-For Krujiente: I'd love to see Flamers cook off ammunition, but I think it might be a little complicated to program through armor. However, if Flamers had a significantly increased chance to cook off ammo once armor is gone it would be extremely interesting. That would be easily handled by giving flamers X% chance to crit . . . and upon critting have a 50% chance to crit ammo in that section . . . of course if the ammo is destroyed by the crit then it would be cooking off.

-For General Taskeen: Very interesting concept for the flamer. In some ways it might make balancing the weapon easier, but in many ways it would make it even harder. By causing DoT (Damage Over Time) on a target you're implementing something that doesn't exist in MWO right now. That would create a whole slew of programming issues. Also, the constant stream application of the Flamer and Machine Gun are items that give them their own flare and uniqueness, as they are primarily support weapons. You use Flamers to mitigate enemy weapon effectiveness and you use Machine Guns to obliterate enemy internals and equipment once armor is gone. Regardless, what you have is still an interesting concept.

Edited by Sereglach, 19 February 2014 - 09:58 AM.


#42 Sereglach

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Posted 26 March 2014 - 12:41 PM

So, it's been a little over a month since anything really happened with this. We got the Firestarter, and right at the same time we were told Flamers are getting a huge overhaul, as posted here: Paul Inouye's Feb 24th Quick Update

I'm still curious and avidly awaiting the results of the rework. I'd love to hear if any of the work I put into this suggestion was used by PGI (seeing as they did come into this thread and make note of it right before the announcements of the Firestarter and Flamer rework). I'd love to also hear if any of the other constructive feedback given by others here ended up being used.

Do we have any idea of a timeframe for the Flamer overhaul? Has Paul Inouye announced anything else regarding the flamer rework? I'm really hoping this comes in the next patch or so.

#43 Livaria

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Posted 27 March 2014 - 05:02 PM

I'm also looking forward to those changes he mentioned. I wouldn't be able to tell you what kind of changes they plan to make.

Right now I see flamers as an adequate weapon. But it appears that they fall slightly behind compared to some other weapons. For flamers to be more commonplace; Flamers may need improved damage in some way.

I think one reason why flamers are at the damage levels they are at now is because they can't out-perform small-pulse lasers in extended close-quarter combat.

If we want Flamers to become more powerful, it seems likely that they will need a drawback or some kind.

My idea is that the flamer would be included a fuel gauge, if fired continuously, it provides 3 seconds worth of fuel before depleting. Afterwards it must recharge. This would perform similarly to jump jet fuel.

In exchange we can easily allow a buff to flamers. (Example would be that the projectile damage increases from 0.7 to 1.15)

this will make flamers a short-lived stream of concentrated damage and inflicted heat. But is unable to out-perform other weapons like small-pulse lasers, once it is out of fuel.

What do you guys think?

Edited by Livaria, 28 March 2014 - 05:51 AM.


#44 Sereglach

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Posted 11 May 2014 - 04:24 PM

It's been a while since I've checked in here, and seeing one or two recent polls about flamers brought this back to my attention. Sorry for the long delayed reply, Livaria.

Flamers having a fuel gauge is nothing more than giving flamers a burst firing mechanic. As mentioned before, this eliminates the flavor/utility of flamers as they're intended to be crowd control and deterrent weapons. The changes you propose, sadly, turn the flamers into nothing more than a 90m long small laser.

On the other hand, if we drastically increase their heat output potential and remove the exponential scaling (or accelerating, depending on how you wish to look at it) heat mechanics of the flamer we retain their intended purpose, but we don't need to increase their DPS output to be anything that would dwarf a small laser/small pulse laser.

However, as I stated before I'm not opposed to a slight damage boost for flamers and do believe they could use one, but I don't believe anything above 1.0 DPS is required if their heat generating mechanics are fixed. As you notice in the OP, I only boost their damage up to .8 DPS with the fixed heat generation mechanics.

Flamers are intended to be Crowd Control weapons, not damage dealers. Giving them mild/modest DPS so they can still kill something is needed for a game like MWO (which is why machine guns received the treatment they did), but weapons still need to maintain their core utility. Gauss Rifles snipe, MG's hunt internals, and Flamers CC. That flavor needs to be maintained as weapons are reworked and tuned. Some tuning works better than others, but I believe my OP gives a very solid basis for reworking the flamer without a great deal of odd mechanics or extra programming.

#45 Ansgar Odinson

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Posted 16 June 2014 - 05:38 PM

Flamers at the moment are only used for blinding. By the time they generate enough heat to matter your own mech is starting to overheat. Also consider that flamers will never crest an enemy's mech above 90% heat. Unless they have a heat generating weapon you cant shut them down.

#46 Sereglach

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Posted 07 July 2014 - 07:06 PM

View PostAnsgar Odinson, on 16 June 2014 - 05:38 PM, said:

Flamers at the moment are only used for blinding. By the time they generate enough heat to matter your own mech is starting to overheat. Also consider that flamers will never crest an enemy's mech above 90% heat. Unless they have a heat generating weapon you cant shut them down.

I am aware of these current limitations and utilizations of the flamer. However, they're not entirely useless. I do use them very often to decent effect. The sad part is that with the current exponential scaling mechanics this has become somewhat of an art form.

Regardless, I'm wishing that they would finally get around to tuning the flamer, as was promised back in January, before the Firestarter's release. Has anyone heard anything on this? It's kind of funny how I wrote the original post almost exactly a year ago, and it applies just as much today as it did then. I'm hoping something is done about it, soon.

Any PGI representatives, if you're out there and reading this, a response is cordially requested and would be greatly appreciated, please. When can we see the promised weapons tuning for flamers?

#47 Nightshade24

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Posted 26 December 2014 - 01:47 AM

I find it a bit saddening to see the firestarter in game at the moment with the quirks it got and such.

#48 Sereglach

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Posted 26 December 2014 - 09:43 AM

View PostNightshade24, on 26 December 2014 - 01:47 AM, said:

I find it a bit saddening to see the firestarter in game at the moment with the quirks it got and such.


I very much have to sadly agree. All of my Firestarters (even my Ember) still have flamers on them. I was hoping they'd get some sort of Flamer quirks. Sadly, that didn't happen. I know the weapon needs to go back for reengineering. Hopefully that happens, soon. Maybe after that happens we'll see some Flamer quirks pop up on mechs/variants that SHOULD have it. All Firestarters and the Blackjack 1X are virtually must-haves, but there are plenty of mechs that come stock with Flamers on them, that could be candidates.

I wasn't expecting a response in this thread as it had been dormant for a long time. I appreciate the recent attention. Thank you.

Funny enough is that it all still applies pretty well to the current state of the game. Only difference I'd make is say that the "Clan" option I had posted would be an alternate path to reengineer the Flamer. Whichever path they take they should make sure the IS and Clan versions function similarly, but are tweaked with only modest stat differences. This write-up was done LONG before the Clans were ever slated to even release.

#49 Nightshade24

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Posted 26 December 2014 - 08:21 PM

yes. as I noticed. I've been reaidng this thread and it is if like it was just made earlier last week. everything still relates to today.

I really want to have a firestarter that is good with flamers and then I can use a flamer mech. Also planning to use the adder soon which has a hardwired flamer.

I find it funny how MG's are useless against mechs practically in BT while flamers were a bit more effective.

You know... back when I am playing MW4 mercs and I was watching youtube videos off MW: O. I remember I saw this commando with a flamer... it took my breath away. It looked so beautiful and amazing compared to the MW:4 flamer.

Then I watched videos with awesomes and hunchbacks with dozens of flamers.

I really wanted a flamer boat. Sadly I can't really make much off an effective build with a flamer.

#50 Sereglach

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Posted 26 December 2014 - 11:14 PM

View PostNightshade24, on 26 December 2014 - 08:21 PM, said:

yes. as I noticed. I've been reaidng this thread and it is if like it was just made earlier last week. everything still relates to today.

I really want to have a firestarter that is good with flamers and then I can use a flamer mech. Also planning to use the adder soon which has a hardwired flamer.

I find it funny how MG's are useless against mechs practically in BT while flamers were a bit more effective.

You know... back when I am playing MW4 mercs and I was watching youtube videos off MW: O. I remember I saw this commando with a flamer... it took my breath away. It looked so beautiful and amazing compared to the MW:4 flamer.

Then I watched videos with awesomes and hunchbacks with dozens of flamers.

I really wanted a flamer boat. Sadly I can't really make much off an effective build with a flamer.


Very similar experiences between the two of us. I always made flamers useful in all the MW games. They were absolutely devastating in MW2: Mercenaries, and they gave people pause in nearly every other MW game. It's just the pyro in me. I love the Flamers in Battletech and have always loved the Firestarter. It was even the first mech I got to really pilot in an old Battletech 3025 roleplaying campaign because I told the GM that I wanted a pyro mech and he said he had just the thing to give my character. I piloted that thing all the way through the Clan Invasion with that campaign, and by the time the group fell apart it was a completely overhauled pyromaniac monster. It wasn't unlike the Firestarter FS9-K I currently have sitting in a bay right now, with 6 flamers, 2 small lasers . . . just waiting for the Flamer Overhaul and some nice Firestarter Flamer quirks.

----------------------------------------------------------------

There was apparently some recent twitter activity in early December from Russ (as seen in the DEV tracker thread), that he wants to go back and make Flamers useful weapons. I would love to see that happen. MWO needs that to happen. I think at this point one could say there's at least two really simple ways to make the weapon at least on par with a Machine Gun for usefulness:

1. As I propose as the primary point in the write-up, make the Flamer a simple, effective, CC weapon with modest damage and heavy heat generation on the enemy (at least twice the HPS from the shooter, to provide true effectiveness). This makes it very much like it was in TT and gives it solid potential as a utility weapon.

2. As I propose for the "clan version" in the original write-up, make the Flamer a short range armor melter, giving it both a very high DPS and HPS for the shooter, and basically dump the heat damage mechanic. This makes it a powerful knife fighting weapon, but sadly dumps the utility mechanics of the weapon . . . but it still at least makes it useful.

3. IN ALL CASES GET RID OF THE EXPONENTIAL HEAT SCALING MECHANIC. That alone would drastically improve flamer usefulness. You could actually start to make some heat-neutral Flamer Builds with that (or at least reasonably managed heat builds).

Either way, you can balance the Clan and IS versions by making the Clan version have higher HDPS and/or DPS over the IS version, but because it is so much smaller than the IS version, make the HPS for the shooter significantly higher, or drop the Clan's range back down to the old 64m we had back in the day. They had to shed the weight from somewhere . . . one can easily surmise that it quite possibly comes from the heat shielding in the weapon system or the range capabilities of the projectors (for our balancing purposes).

Edited by Sereglach, 26 December 2014 - 11:18 PM.


#51 Nightshade24

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Posted 27 December 2014 - 06:31 AM

I am kinda upset a bit that the flamer can't do anything over 90% heat. I think it should do direct damage to both armour to internals at that heat because otherwise a mech can operate just fine at 90% heat and all that's happening is a light show and minor damage.

My Direwolf build (6 LBX 5) can keep firing all he wants in the lava in terra therma without over heating so 90% heat for some mechs means nothing... (machine gun boats have a similar response)

Anyway. in previous games (and from what I seen sort off in TT rules) when a mech is very hot the 'ui' gets a bit glitchy as the electronics suffer under the heat. Making it a bit hard to read enemy data information and aim a bit due to the reticle glitching and warping.

(Similar thing happened in previous MW games when the cockpit is critically damaged and when you got hit with a PPC.)

#52 Sereglach

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Posted 27 December 2014 - 11:11 AM

View PostNightshade24, on 27 December 2014 - 06:31 AM, said:

I am kinda upset a bit that the flamer can't do anything over 90% heat. I think it should do direct damage to both armour to internals at that heat because otherwise a mech can operate just fine at 90% heat and all that's happening is a light show and minor damage.

My Direwolf build (6 LBX 5) can keep firing all he wants in the lava in terra therma without over heating so 90% heat for some mechs means nothing... (machine gun boats have a similar response)

Anyway. in previous games (and from what I seen sort off in TT rules) when a mech is very hot the 'ui' gets a bit glitchy as the electronics suffer under the heat. Making it a bit hard to read enemy data information and aim a bit due to the reticle glitching and warping.

(Similar thing happened in previous MW games when the cockpit is critically damaged and when you got hit with a PPC.)


Implementing something like that for MWO in cases of high heat or being shot by a PPC would add an interesting dynamic to the game. It would actually make people take high heat builds into consideration, and it would certainly curb the High Pinpoint alphas that instantly spike heat through the roof.

Just as you said, it would also add some great utility to the Flamer, even if you could only increase someone's heat to 90%. Sitting at 90% heat but having your HUD spaz out and glitch would certainly add interesting mechanics and make plenty of people not want to ride the heat scale so hard.

Although, sadly, while implementing said mechanic would be great for MWO overall, we'd still very much need the Flamer to be addressed directly with its reengineering to make it a truly effective weapon for MWO.

Edited by Sereglach, 27 December 2014 - 11:17 AM.


#53 Krauser V

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Posted 28 December 2014 - 01:48 PM

I've been playing tabletop games, and even built my own universe TT game from scratch - for 20 years.
And as much as I love & respect TT games, MWO - is not. It's a real-time shooting game, where YOUR actual skills are the biggest factor in winning or losing. So I mean no disrespect when I say the following.

I wish people would please forget about TT Mechwarrior when going into discussions why x or y should be changed, and instead base your reasons solely on the current game mechanic. Reverse-engineering damge done over-rounds etc. to a real-time game where actual aiming is a skill and not a roll ... yeah that just doesn't work. Just consider MWO being based on the Mechwarrior universe and roll with that (see what i did there)

Having said all that, I DO very much agree that even an action-based game should be balanced and that definitely the way the flamer is now, it's just useless. It should be re-worked to be more useful and I could see it definitely being that. In general. I agree with all your points , and voted as such so that PGI will take a look at the flamer again and re-evaluate changes.

However I`ll give you my vision of the flamer.

1. Heat spreading VS chassis type. Heat should spread/build up slower on bigger chasis.
Why : Giant slab off 30T assault armor would take more time to heat up then 5T of armor on a light wouldn't it ?

2. Flamer damage VS Chassis type. I feel the flamer should only inflict damage to light mechs (20-30T) and far reduced damage to Medium's - I don't feel like a tiny light should be able to be engulved in a giant fireball for too long without getting damaged in any way. The heat transfer from the relatively smaller/thinner armor plating would transfer much faster to it's internals (myomer's/electrical wiring etc.) Even potentially that flamers do crits on internals on lights (and maybe mediums) with their armor still on - provided you cooked him enough. So this equates to ammo cooking and setting them off.
The armor plating would soak in the heat and the ammo compartments below them would definitely start to cook.
Thus less of a possibilty on larger assault/heavy mechs with thicker slabs of armor where heat soaks in less fast.

The flamer primarily is a flamethrower; and it's not a focused heat type of tool like a welder/cutter - so it should only do damage based on excess heat above all - to which i think the temperature of a flamethrower type weapon; would not be hot enough to actually melt armor during combat.

3. Heat build-up on user should be _SIGNIFICANTLY less_ It's ridiculous that the user of flamers (typically light-mecha) are in danger of overheating themselves by just using flamers (and nothing else like their laser weaponry) Since when do flamethrowers melt their wielders as hard as their targets in real-life ? You're spewing the flames away from you.
It's fair to cause raising ambient heat around user mech; and some heat generation would be completely fair. But it should be neglible as long as you got some good heatsinks built in and aren't using any other weapons to raise your core temperature.

4. Heat fall-off. Should not be as harsh as it is now, sure there's active heat-sinks cooling mechs and dissipating heat. But as it stands, the micro-second you break the stream/contact with your flame on a target their heat is pretty much reset and you have to build up again - I feel this needs to be handled better and more forgiving.

5. Increase range. 65M doesn't seem very far considering contemporary flamethrowers can incinerate a target some 50–80 meters (160–260 ft) from the gunner. Something that's "mech sized" should easily outperform this. I'd say 120 Meters would be the absolute max for the flamer.

I do feel that this gives flamers an ideal position to "hunt" other lights in " my vision " of them.
Flamer lights would be in an ideal position to chase other lights and continuously fry them cause it's so easy to hit them in this game with the large stream of fire.
So I propose limiting arm movement significantly during a " stream" of fire. I`m not up on BT lore but you can " propose " the arm myomers are impaired on the flamer user by venting the plasma from the core outwards trough them :)

Ideally the flamer is a team-oriented weapon. The flamer user should aim to either cook off ammo on high-threat mechs that carry AC weapons, or aim to keep a target's heat so high that if they stubbornly continue to shoot they`ll shut-down and face the wrath of your team's relentless weapons fire.

Edited by Krauser V, 28 December 2014 - 01:56 PM.


#54 Sereglach

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Posted 28 December 2014 - 06:27 PM

View PostKrauser V, on 28 December 2014 - 01:48 PM, said:

I've been playing tabletop games, and even built my own universe TT game from scratch - for 20 years.
And as much as I love & respect TT games, MWO - is not. It's a real-time shooting game, where YOUR actual skills are the biggest factor in winning or losing. So I mean no disrespect when I say the following.

I wish people would please forget about TT Mechwarrior when going into discussions why x or y should be changed, and instead base your reasons solely on the current game mechanic. Reverse-engineering damge done over-rounds etc. to a real-time game where actual aiming is a skill and not a roll ... yeah that just doesn't work. Just consider MWO being based on the Mechwarrior universe and roll with that (see what i did there)

Having said all that, I DO very much agree that even an action-based game should be balanced and that definitely the way the flamer is now, it's just useless. It should be re-worked to be more useful and I could see it definitely being that. In general. I agree with all your points , and voted as such so that PGI will take a look at the flamer again and re-evaluate changes.


I do appreciate the fact that you support the points that I laid out in the original write-up (even if it is ~18 months old now, it still mostly applies). I think your personal vision for the flamer, however, is extremely flawed, and I'll point out my logic behind that as I go.

That being said, you can't create a MW game without looking at the TT version of the game to draw your basis from. Even with all the changes that PGI has made, they STILL look VERY HEAVILY at the TT incarnation of the game in order to make a great deal of their judgments and assessments.

Yes, the game is a live action simulation of the TT game, and not a turn based strategy game. However, when looking at the changes PGI has made -like Gauss rifle charge time, for example- they tied their logic for that into the minimum range the Gauss Rifle has in TT. Even if they change the mechanic for something, they have reason and logic behind it, and that is to maintain the FLAVOR of the TT game.

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However I`ll give you my vision of the flamer.

1. Heat spreading VS chassis type. Heat should spread/build up slower on bigger chasis.
Why : Giant slab off 30T assault armor would take more time to heat up then 5T of armor on a light wouldn't it ?


Using your own logic, here, the exact opposite would be true. You'd be blasting a larger surface area with your flames, thereby less flames are moving around/past the object and are instead transferring their heat directly into the object. Also, because of the way heat sinks in mechs work (which are exposed to the outside world to pump out heat), more of the mech's heat sinks, of a large mech, would be receiving direct blasts of the flames and being inhibited. Unlike a smaller mech, where much of the flames and heat would be moving around the mech, and the lighter mech would be effected by residual heat, not direct application.

If you want any sort of thing like this to actually happen in game, for any sort of balanced effect, you'd want to apply a cone effect to the flamer. Right now, if you put a tag laser and a flamer next to each other, the pinpoint your TAG laser is hitting is the only spot that is taking flamer effects. The cone effect would ensure that the more on target your flamer is, the more you do to your target. However, the massive downside to that (and why I didn't support it) is the fact that the target calls for 4-10 traces on target from ONE flamer would cause huge drains on resources (let alone 2-4 on one mech). It's not sensible or feasible.

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2. Flamer damage VS Chassis type. I feel the flamer should only inflict damage to light mechs (20-30T) and far reduced damage to Medium's - I don't feel like a tiny light should be able to be engulved in a giant fireball for too long without getting damaged in any way. The heat transfer from the relatively smaller/thinner armor plating would transfer much faster to it's internals (myomer's/electrical wiring etc.) Even potentially that flamers do crits on internals on lights (and maybe mediums) with their armor still on - provided you cooked him enough. So this equates to ammo cooking and setting them off.
The armor plating would soak in the heat and the ammo compartments below them would definitely start to cook.
Thus less of a possibilty on larger assault/heavy mechs with thicker slabs of armor where heat soaks in less fast.

The flamer primarily is a flamethrower; and it's not a focused heat type of tool like a welder/cutter - so it should only do damage based on excess heat above all - to which i think the temperature of a flamethrower type weapon; would not be hot enough to actually melt armor during combat.


First off, I thought we were in agreement of having a balanced game. This change you're proposing is set up to make the Flamer even more useless then it currently is . . . unless of course you're a heavy or assault mech taking on lights. However, that's not balanced, as that makes for a very one-sided fight in your approach.

Also, I think you need to understand more of what a flamer is in Battletech, and also more of what the armor is like in Battletech. For Flamers, it's not just a flamethrower. It's a concentrated jet of thermal plasma, which is burning in the thousands of degrees (even "cold" plasma is burning at about 1000 Kelvin). For the Armor, I reference you to PHT's amazing article on Battlemech Technology, HERE . . . and you'll see that actually the armor of Battlemechs is extremely thin compared to what you seem to be thinking and referencing. This isn't the same style of armor that's on an M1 Abrams MBT.

On top of it, ALL Battlemechs in TT start to cook off ammunition if they get too hot, whether induced by external forces or just lack of pilot heat discipline. Either way it happens in TT, it doesn't happen anywhere in MWO. Part of that is for the difficulty in implementing the complexities of such a Heat Scale in MWO, and also the fact that it relies heavily on RNGs (something that PGI has stated many times they don't care for, because it's not very skill based, so roll with it . . .).

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3. Heat build-up on user should be _SIGNIFICANTLY less_ It's ridiculous that the user of flamers (typically light-mecha) are in danger of overheating themselves by just using flamers (and nothing else like their laser weaponry) Since when do flamethrowers melt their wielders as hard as their targets in real-life ? You're spewing the flames away from you.
It's fair to cause raising ambient heat around user mech; and some heat generation would be completely fair. But it should be neglible as long as you got some good heatsinks built in and aren't using any other weapons to raise your core temperature.


Ok, this is something I do mostly agree with. The proper ratio for a Flamer overhaul should be something akin to 2 Target Heat:1 Shooter Heat. This way there's an actual yield gained from firing on targets. On the other hand, light mechs are not the only ones carrying flamers. There are plenty of larger mechs that carry Flamers (just look at the Thunderbolts 5SS and 9S, for examples).

Also, we don't need something that's raising ambient temperature. We don't need to make something that's going to bog down the server resources as soon as you squeeze the trigger by asking things like "Who's within X meters of this guy, their ambient temp changed Y amount because they have Z number of flamers. Now I need to start recalculating everyone's heat generation based on the map, obstacles, level of exposure, etc."

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4. Heat fall-off. Should not be as harsh as it is now, sure there's active heat-sinks cooling mechs and dissipating heat. But as it stands, the micro-second you break the stream/contact with your flame on a target their heat is pretty much reset and you have to build up again - I feel this needs to be handled better and more forgiving.


The reason for the "Heat Fall Off", as you put it, isn't because of active heat sinks or anything else. Mechs will always be dissipating heat based upon their heat sink capabilities. The "Heat Fall Off" is due to the current "exponential heat scaling" mechanic of flamers, whereby the amount of time you have someone exposed to flamer fire (and also the amount of time you're firing the flamers) causes a mathematical acceleration in HPS and HDPS generated by the shooter.

There's a severe flaw in this, however. Once your stream is broken with the target, their acceleration calculation is reset, while yours stays the same and continues to accelerate as you have the trigger held. Now, if someone is capable of perfectly holding their flamers on target, while moving, and while the target is moving, then frankly I think that person is using an aim-bot. It's just not possible, and is a heavy restriction on shooters.

On the other hand, if the weapon generates flat HPS and HDPS, then the shooter will still be punished for poor trigger discipline and not being at least reasonably accurate with their weapons. However, any amount of time on target will inflict heat damage to the victim, instead of being forced to attempt to maintain a stream of fire perfectly on target long enough for the acceleration formula to kick in.

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5. Increase range. 65M doesn't seem very far considering contemporary flamethrowers can incinerate a target some 50–80 meters (160–260 ft) from the gunner. Something that's "mech sized" should easily outperform this. I'd say 120 Meters would be the absolute max for the flamer.


Again, this article was written ~18 months ago, but is receiving new attention because hopefully with CW Phase 2 released, the Flamer reengineering that was promised so long ago will finally be back on the table. Since the article was written, however, Flamers have received their range increase to 90m (which parallels TT rules, I might add, as all other weapons' optimal ranges). I'm perfectly OK with the 90m range and think it is fine for the game. Flamers should still be a close knife-fighting weapon that yields good rewards when used properly.

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I do feel that this gives flamers an ideal position to "hunt" other lights in " my vision " of them.
Flamer lights would be in an ideal position to chase other lights and continuously fry them cause it's so easy to hit them in this game with the large stream of fire.
So I propose limiting arm movement significantly during a " stream" of fire. I`m not up on BT lore but you can " propose " the arm myomers are impaired on the flamer user by venting the plasma from the core outwards trough them :)

Ideally the flamer is a team-oriented weapon. The flamer user should aim to either cook off ammo on high-threat mechs that carry AC weapons, or aim to keep a target's heat so high that if they stubbornly continue to shoot they`ll shut-down and face the wrath of your team's relentless weapons fire.


I mean this with no offense, but the fact that you are not very up on BT lore and technology shows very heavily in your write-up. Also, your vision of them, as I stated earlier, promotes a very one-sided favoritism to heavier mechs, which is very much against PGI's goals (also, I'd love to know how you're going to cook off ammo on "High Threat AC users" when your vision of them has Flamers doing nothing to heavy and assault mechs). That "thicker armor" you mention numerous times in the game is why it takes so much longer for a medium laser to eat through an Atlas then it does a Centurion or Commando. It's still doing the same damage with the same effects on all mechs . . . however the numerical armor values are just higher on the Atlas. All weapons should be treated equally along all mechs. Bias will ruin the balance and enjoyment in the game because once the precedent would be set with one weapon, then people would start making bias demands all over the place for many different weapon systems.

Although lighter mechs may be "cheaper", they still should be just as viable on the battlefield as the biggest of mechs, and all should have their role. Having any sort of weapons bias in the game defeats that purpose. All weapons effect all mechs equally in the game. That is why PGI has been very keen on developing and refining the aspects of role warfare for MWO.

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I agree that Flamers are a team and support weapon, and they should be reengineered as such. Heck, for part of the CW purposes I wouldn't be averse to Flamers doing extra damage to structures (turrets, generators, etc.), but I don't think that's necessary, as long as they take the time to balance the weapon accordingly and make it a reasonable weapon to field that is worth a 1 ton energy hardpoint, so that it is worth considering alongside a Medium Laser or Small Pulse laser.

#55 Nightshade24

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Posted 31 December 2014 - 07:58 AM

View PostKrauser V, on 28 December 2014 - 01:48 PM, said:

I've been playing tabletop games, and even built my own universe TT game from scratch - for 20 years.
And as much as I love & respect TT games, MWO - is not. It's a real-time shooting game, where YOUR actual skills are the biggest factor in winning or losing. So I mean no disrespect when I say the following.

I wish people would please forget about TT Mechwarrior when going into discussions why x or y should be changed, and instead base your reasons solely on the current game mechanic. Reverse-engineering damge done over-rounds etc. to a real-time game where actual aiming is a skill and not a roll ... yeah that just doesn't work. Just consider MWO being based on the Mechwarrior universe and roll with that (see what i did there)


I do support the idea that TT shouldn't directly intervene with MW.

For instance mecsh with no torso. in MW: O they have a torso turn but in TT not so much...

(nova , cicada, jenner, locust, etc). This isn't a problem to much in TT as you just have a movement phase to turn to the enemy and fire.

While in MW: O having no torso turn would mean you are forced to fire 1 direction and for you to hit someone it requires you to move directly towards or away from them. Which would increase the chances off getting hit.

(would you run directly towards a king crab in a locust or a cicada?...)

Also the fact that MG's do not hurt mech armour and stuff.

However We shall not forget our TT roots. and mechanics from TT could work well in MW: O (ie high heat = poor accuracy and information reading due to HUD glitching and spazing. which can also be caused by PPC's and critical head)


However TT doesn't directly translate to MW: O well. I do agree.

However the TT flamer out performs the MW: O flamer in many ways... the flamer is the least used weapon in game and it only spiked in popularity because the adder is forced to have it. The range from the TT flamer should be something that could be considered into the game.

We shouldn't also forget the TT rules for MASC which isn't talking about flamers but it is going to be important to TT relations when added (and depending how it works, Flamers could be the ultimate MASC killer)


Now, going to general topic of flamers and not TT to MW terms.

I've been thinking about IS verse Clan flamer.

Flamers are pretty much an anti personal weapon at best. not really fit for anti mech combat and can do some stuff to certain vehicles. I've been thinking IS should do a balanced mixture off damage and heat while Clanners have less damage and slightly more heat as clanners use it for more as anti infantry weapon when A-pods are to limited for the mech. (ie the Adder)

I think there should be a distinct difference between the two and I do not think removing all/ most off the heat properties of the Clanner Flamer would be the best idea.

#56 Sereglach

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Posted 31 December 2014 - 09:15 AM

View PostNightshade24, on 31 December 2014 - 07:58 AM, said:

I've been thinking about IS verse Clan flamer.

Flamers are pretty much an anti personal weapon at best. not really fit for anti mech combat and can do some stuff to certain vehicles. I've been thinking IS should do a balanced mixture off damage and heat while Clanners have less damage and slightly more heat as clanners use it for more as anti infantry weapon when A-pods are to limited for the mech. (ie the Adder)

I think there should be a distinct difference between the two and I do not think removing all/ most off the heat properties of the Clanner Flamer would be the best idea.


Certainly an interesting idea. I wouldn't be averse to them going the opposite direction from what I just mentioned, above. Having the Clan Flamer do less physical damage and more heat damage makes it a great utilitarian tool for use and still a solid support weapon. Also that change can still easily explain the massive weight reduction (removed weight with Clan improvements means that despite the flames being hotter, they're not as concentrated, so they don't work as well on armor).

I think either direction would be good to use. It'd actually be very interesting to have a clan weapon that actually has a lower numerical damage value to the IS variant.

#57 Bellum Dominum

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Posted 31 December 2014 - 09:23 AM

I'll say this:

Personally getting buffed like you are proposing would be freaking awesome to me. I already got excited when flamers got a range buff from 60 to 90 just 6 mo.s or so ago.

You would scream about me 'hacking' or some *#(% if you gave me these so yes please get them to do so.

I voted No on every option because what you are proposing is OP. I realize you don't think so and you think flamers are sub par but give me a couple hours and I'll teach you how to use them.

#58 Sereglach

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Posted 31 December 2014 - 09:41 AM

View PostDeath Drow, on 31 December 2014 - 09:23 AM, said:

I'll say this:

Personally getting buffed like you are proposing would be freaking awesome to me. I already got excited when flamers got a range buff from 60 to 90 just 6 mo.s or so ago.

You would scream about me 'hacking' or some *#(% if you gave me these so yes please get them to do so.

I voted No on every option because what you are proposing is OP. I realize you don't think so and you think flamers are sub par but give me a couple hours and I'll teach you how to use them.

Ummm . . . I think your ego might be contaminating the concept here.

For one, I've got over 74k damage recorded with flamers with a combined time of over 10 days having them on mechs, in matches. Oh, and I used them extensively in TT nearly 20 years before MWO ever existed, and I always used Flamers on mechs in every other MW game. I think I know a thing or two about flamers, especially since I was using them back when they only did .4DPS . . . in fact that is where a lot of my clocked damage comes from. I've been using them non-stop since I picked up MWO and long before MWO was ever around. Also, you apparently don't use flamers as much as you try to let on . . . because that 90m buff to flamers came around the time of the Firestarter Mech . . . which was nearly a year ago.

For two I'm guessing you missed every mention of NUMBERS ARE MERELY PLACEHOLDERS! I'm sure that once they get things reengineered and start testing numbers they will probably find they need to be tweaked in some way, shape or form. I don't expect the numbers to be exactly what I have proposed. I'm not an engineer that can see exactly what they have on hand and can tweak these things on the fly to see their results, in game. If you actually read the write-up, then you'd notice that I focused on ratios, performance bases, and the actual concepts, not the numbers. Also, I don't think you're taking all the stats I proposed into consideration. Yes, you might do reasonably hefty heat damage, but you'd also be generating a hefty chunk, yourself. It would require burst fire and discipline.

Regardless, that's not the point here. The point is trying to propose a solid way to reengineer the Flamer Weapon System to make it an effective weapon in MWO that people will consider wielding. So, all of that said, if you've got a better idea of what things should be, then propose it! Just coming into a thread and throwing your ego around isn't a productive concept at all.

Edited by Sereglach, 31 December 2014 - 09:43 AM.


#59 Nightshade24

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Posted 12 January 2015 - 01:45 AM

http://i.imgur.com/nNbAGxr.jpg

After reading your thread quite a lot and taking in your current experiences with the flamer.
I have been enlightened.

I treat the flamer the same way as melee weapons in star wars are treated...

Everything is a "Lightsaber".
But the flamer is a "Lightwhip"

I do not do well (after training and practice) with the Flamer because it is the best weapon out there.
It is the fact that it is an exotic weapon in MW: O and the enemies fail to react appropriately to the attacks of the Flamer.
(ie still having thunderbolts ER PPC boats spewing out there ER PPC's , mechs firing there alpha strikes, etc).

It's the surprise factor someone is using a flamer (effectively) that gets me these decent games... They do not get the damage out faster it seems but I do get more kills faster. (the flamer crits maybe? or the fact I make most of them power down while I deal the damage)


Anyway each game I'm getting I am getting better and better games.

(build = standard meta medium laser ember but all medium lasers removed for 4 flamers)


Edit: I just wanted to post this here as this kinda feels like the 'flamer discussion thread' kinda like how the april fools thread turned into the urbie discussion thread...


Anyway, this is getting me more hyped behind the possible flamer buffs and I am woundering how PGI will do it.

Edit 2: 461 damage... I fell in love with the firestarter. :wub:
I really want to see flamers more then a heat heavy machine gun soon...

Edited by Nightshade24, 12 January 2015 - 02:17 AM.


#60 Bellum Dominum

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Posted 12 January 2015 - 03:04 AM

View PostSereglach, on 31 December 2014 - 09:41 AM, said:

Ummm . . . I think your ego might be contaminating the concept here.

For one, I've got over 74k damage recorded with flamers with a combined time of over 10 days having them on mechs, in matches. Oh, and I used them extensively in TT nearly 20 years before MWO ever existed, and I always used Flamers on mechs in every other MW game. I think I know a thing or two about flamers, especially since I was using them back when they only did .4DPS . . . in fact that is where a lot of my clocked damage comes from. I've been using them non-stop since I picked up MWO and long before MWO was ever around. Also, you apparently don't use flamers as much as you try to let on . . . because that 90m buff to flamers came around the time of the Firestarter Mech . . . which was nearly a year ago.

For two I'm guessing you missed every mention of NUMBERS ARE MERELY PLACEHOLDERS! I'm sure that once they get things reengineered and start testing numbers they will probably find they need to be tweaked in some way, shape or form. I don't expect the numbers to be exactly what I have proposed. I'm not an engineer that can see exactly what they have on hand and can tweak these things on the fly to see their results, in game. If you actually read the write-up, then you'd notice that I focused on ratios, performance bases, and the actual concepts, not the numbers. Also, I don't think you're taking all the stats I proposed into consideration. Yes, you might do reasonably hefty heat damage, but you'd also be generating a hefty chunk, yourself. It would require burst fire and discipline.

Regardless, that's not the point here. The point is trying to propose a solid way to reengineer the Flamer Weapon System to make it an effective weapon in MWO that people will consider wielding. So, all of that said, if you've got a better idea of what things should be, then propose it! Just coming into a thread and throwing your ego around isn't a productive concept at all.


I'm sorry that you consider someone disagreeing with you as ego. I don't care how you did good or bad in other games before MWO. This is mwo not mechwarrior 4 etc etc etc.

My point was simply about this game. Flamers have been tweaked by the devs already. They work well. Sorry you disagree.
There is nothing to suggest on this topic other than perhaps take me up on my offer and let me show you how to use them to effect in this game.

You are right it's all about discipline. I can actually show you how to continually keep a flamer on the opponent and not take any actual heat yourself. In fact didn't I post a video doing it on this thread?

Edited by Death Drow, 12 January 2015 - 03:05 AM.




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