yea... i have to say the old projectile flamers were just better...
so something like
flamer
3 tons
7 damage?
12 heat
90-180 range
3 second cooldown
only 1 can be used without serious heat penaltys
overheating with a flamer equipped will cause it to explode
perhaps also adding heat to the enemy mech when used within 90m
the big problem with flamers atm is that they do effectively nothing for their range and heat generation, and theres no way to neutralise the heat with heat sinks since for some reason it appears to be cumulative over time.
AND due to the lack of damage there is no incentive to use them as "heat damage" does not earn you anything... an overheat shutdown should at least grant you 1000 cbills or so when uve been flaming someone, without it the weapon is just too much risk for next to zero reward
another solution would be to make them increase the amount of heat produced by enemy weapons while its held on them... but a more interesting solution would be to make it have a chance to jam laser weapons preventing from firing before the shot but still produce heat, which will screw up ppc alpha tactics from ppl who know flamer does no dmg.
Edited by stalima, 13 September 2013 - 05:37 AM.