A flamer post...everytime I see one, it shows there are still very serious issues with it...
I see the point you are making, a person only gets points for damage done, and since flamers don't get much damage, very little c-bills result, the good news is they are great for assists, one tap, and it will count as an assist if that enemy mech is killed. There should be some kind of minimal bonus for shutting a mech down if flamers were used or something.
On the weapon itself, I still believe of course it should be a support weapon, although it should be able to be effective (but not too much) when boating on novas and such. To do this, damage is currently fine, but it is too limited by the exponential heat gain on flamers, this exponential heat gain should have a cap at a certain point instead of just infinitely going up. This will bring it back into enough usage to at least machine gun effectiveness.
Now:
Flamer has 1 heat, exponential heat gain means it can go up to 10 heat generated and beyond because there is no cap.
Suggested:
Flamer has 1 heat, but exponential heat gain caps at 5 heat (or just make it 5 heat, period).
Reason:
8 flamers on a nova means heat will already start going up before exponential heat even starts, even on a cold map, there is no reason for the exponential heat gain seeing flamer does minimal damage anyway, and heat of enemy is capped at 90%, meaning any smart player or fast mech can usually deal with the problem easily.
Edited by Independence MK2, 07 April 2017 - 10:06 PM.