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Jenner With Flamers, Actually Effective


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#1 Troutmonkey

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Posted 17 November 2013 - 03:58 AM

Jenners with flamers you say? Effective!?

Yes, very.

Here's the build:
Jenner - F
-Medium Laser x4
-Flamer x2

Now heres the trick on how to use the flamers: Chain Fire them
Yep, that's right. Due to a currently awesome feature (bug) , chain fired flamers do not generate any heat. Instead, they only slightly affect your heat dissapation, making it a bit slower.

So how do the flamers help this build? Simple. When in combat, constantly fire the flamers, never stop. Out of range? Keep firing anyway. The fire wall obscures LOS to you and make it harder to aim. This is especially true when you get up close and actually get into range. Although the flamers never do much damage, it is continuous and doesn't build heat. The best part is it still passes heat onto the target.

Now your target can't see you, has ever increasing heat and is constantly taking damage to almost every location. Some foolish pilots will see "some noob with flamers" and completely ignore you, but that's just a bonus. Feel free to fly around the target nigh untouchable.

The only downside is that you can't fire your lasers as often, but the extra survibility more than makes up for it. As with any tactic this works better with teams, and flamers are a great way of causing enough chaos and distraction for your team mates time to secure the kill.

Over the past few days I've been trying it out, and securing above average damage scores and plenty of assists all the while netting more wins than normal.

Maybe this could be a way to balance them, simply by making them not generate heat, but instead make them not let your mech cool down (or cool down much slower). Either way it's going to take a heck of a lot to make flamers an OP weapon.

#2 zagibu

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Posted 17 November 2013 - 05:15 AM

They do generate heat. They generate almost as much heat as you can dissipate per second, which is why you get the effect of "very slow dissipation, but no heat buildup". You should check how much heat they transfer to the target. My guess is it will be very low, because your own heat buildup is very low as well.

Could still be a good thing for the visual distraction.

[EDIT] After having tested it in the Testing Grounds, I have to agree, it's a bug. You can do the same damage with two flamers chainfired as with firing one flamer constantly, but the HPS is much lower. It seems the Flamer has a nonlinear, increasing heat buildup when you hold the fire button down, and my guess is this function is always reset in chainfire, keeping heat buildup always below the heat dissipation value.

Edited by zagibu, 17 November 2013 - 05:31 AM.


#3 Troutmonkey

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Posted 17 November 2013 - 05:54 AM

View Postzagibu, on 17 November 2013 - 05:15 AM, said:

They do generate heat. They generate almost as much heat as you can dissipate per second, which is why you get the effect of "very slow dissipation, but no heat buildup". You should check how much heat they transfer to the target. My guess is it will be very low, because your own heat buildup is very low as well.

Could still be a good thing for the visual distraction.

[EDIT] After having tested it in the Testing Grounds, I have to agree, it's a bug. You can do the same damage with two flamers chainfired as with firing one flamer constantly, but the HPS is much lower. It seems the Flamer has a nonlinear, increasing heat buildup when you hold the fire button down, and my guess is this function is always reset in chainfire, keeping heat buildup always below the heat dissipation value.

Chainfiring 1 flamer causes slow overheat after about a minute of continuous firing.

#4 Levi Porphyrogenitus

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Posted 17 November 2013 - 11:57 AM

I'm pretty sure I've been using this build for a little while now. It worked so well that I tried it on a Locust, too, but the things are just too fragile to force into a sustained fire situation like the chain-fired flamers call for.

#5 Asmosis

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Posted 18 November 2013 - 08:47 PM

flamer heat goes up exponentially, but has a very slow startup before generating enough to overcome heatsinks, about 20 seconds or so. What this means is you need to be firing them for a solid 20 seconds before engaging your opponent, up till then its just a flashy light to blind people on night maps.

They are completely useless for generating heat on your target, because by the time they actually start generating heat, it escalates so fast you will overheat yourself within another 10-20 seconds if you dont let go. your opponent heat will cap at about 90%, just short of w/e the threshold is for heat damage.

When you are chainfiring flamers, they are doing nothing at all to anyone. not just you.

#6 Caswallon

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Posted 04 January 2014 - 06:52 AM

Damn didn't mean to Necromance a thread but rather than post a new one on what seemed to be a bug me and a buddy of mine "discovered" the other day I did (OMG how novel!) a Forum search on the subject first...

Yeah we played fire Jenners last night He was full in biscuit mode with 6 of the damn things and shut down:

2 Atlai
1 Phract
1 Cent A (I repeat it was a Cent A not AL)

He barely got 100 damage before getting squashed 10 mins into the game but Good Grief I have never seen anything like it. Mechs were backing away from him.... And he tells me it was pretty easy to ride the extremely slow heat curve as well.

WITH 6 Flamers! Somebody told me multi flamers don't stack, maybe so, but I saw mechs get bathed in those fire streams and shut down. No they were not firing, I have no idea what was happening. I am now truly sorry not to have been grabbing screenies as I suspect nobody is gonna believe me. if we do this full silly I'll try and have my screen cap software running on auto...

I was more conservative and took 2 x Flamers with 4X med lasers. Didn't do any shutting down but bagged a couple of Kills 250 ish damage and definitely liked the way the foes I hosed down did not seem to see me.

But while firing 2 flamers together (I did NOT chain them) I Had NO Heat build up at all. As soon as I fired my quad lasers the heat spike was much higher than expected, it felt almost like the stored heat only got added when the ML's fired??

Here is a Smurfy of my build http://mwo.smurfy-ne...87da3cd0d21cbf0

Interestingly Smurfy has a problem with flamers as well. Go into weapon lab and slide all non flamer weapons to off and all reference to heat generation dissapear from the panel?? Also I see that smurf won't let me put my 3rd JJ back in this build even though it says I have 1 slot left and .5 tons... As smurf draws his data from the game files themselves I suspect thats related to the possible bug in question.

So sorry if this thread was (just dead) but if its a Bug and it looks like one. Surely mentioning it is better than not? This is not really an exploit as 6 flamers doing less than 100 damage after 10 mins? Hardly game breaking damage, the whacky heat build up is interesting though.

#7 Not Bob

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Posted 04 January 2014 - 07:00 AM

Some guys in my merc unit (The Aces Wild) and I ran lances of Flammer Jenners. We have run it with multiple different builds:

4 Flamers 2 ML
3 Flamers 3SPL
3 Flamers 2 SL + extra DHS

We've found out that the 4 flamers 2 MLs work really well. They key to using this is to target isolated mechs, or to use them as a harassing force to help out with problem mechs your teammates are working on.

We've scored kills with flamers on Cold maps, such as HPG Manifold, Frozen City, and of course the hot maps, Tourmaline, Caustic and Terra Therma. Its really all about communication. Once you can effectively communicate with your team, or lance mates, it makes it tons easier.

(Side note: After we first ran this as a joke, we've seen a huge increase in the number of flammer jenner lances/solos out there. lol)





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