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Flamers And Fuel! (Mg And Flamer Reforms!)


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#1 Arugela

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Posted 27 February 2017 - 08:48 AM

Why not give the flamer fuel and reduce it's heat output or remove it's heat out put all together like the machine gun.

It could have fuel exactly like the machine gun. 1000/2000 fuel and use it at a 0.1 second interval while the flamers are on. this would make it insanely valuable and give it natural limitation.

It could also do small damage like the machine gun but need to be really close. Say it also does 0.1 or 0.5 damage per flamer per 0.1 second. So the same as the machine gun or half. This would be a very good close range weapon. And would be great for destroying exposed components potentially or structure of things you get close to. It would also make up for the lack of melee as you would have a super cheap close ranged weapon.

It would still be categorized as laser weapon. But would be the Laser category version of the machine gun.

And the good thing is you would get 100 seconds of fire time from just 0.5 tons or 1000 ammo. So, it would not take up a lot more space than currently. In fact it would take up 2 slots and 1 ton minimum for one flamer and minimal fuel. This is the same as a DHS on a clan mech.


Example:

Flamer:
Weight: 1 tons
Damage: 0.1
Range: 90 (Add a range extender mod/skills potentially) (90*1.1= 99)
Slots: 1
Fuel: 1 per shot (AKA 1 per 0.1 seconds)

C-Flamer:
Weight: 0.5 tons
Damage: 0.1
Range: 90 (Add a range extender mod/skills potentially) (90*1.1= 99)
Slots: 1
Fuel: 1 per shot (AKA 1 per 0.1 seconds)

Skills/mods could also be added to speed up it's damage if this already exists for machine guns. It would allow more specialization for certain mechs if needed.

I think the only thing you might do to them is keep their current heat bar and make them stop firing when it maxes. Then you can't fire for too long without the weapon overheating and not the entire mech. This would make more sense as the heat would not go into the weapon with a real flamethrower. It just might lock up or burn itself out and or explode.

If the heat bar is enough of a nerf then the damage out put of the machine gun and flamer could be increased to compensate.

In fact I propose the heat bar be added to the machine gun also. When it maxed it locks out. This gives reasons to use chain fire for machine guns and watch your shooting.

There should also be a change where the flamethrower overheating has a chance to explode possibly causing internal damage in that structure(Limited/mitigated by CASE.). The machine gun would also have a chance to break down and stop working permanently or temporarily like UAC's but not explode.

Or possibly both flamer and MG have the heat bar of the current flamer. When it goes past maximum they have an increasing chance to shutdown like UAC's. But the flamer has a chance to explode like A guass does on top of this(but it would take a lot of overheating to explode). The explosion chance would be smaller than the jam chance so it take a while to go critical. That and/or Flamer fuel is more likely to explode or does something new and causes fires that slowly have a chance to ignite other fuel and cause damage to structure and other ammo or something. The flamer and machine gun could also add to your heat bar after hitting red one their personal heat heat bar. It should do a consistant 0.1 heat per shot per overheated weapon!

If this increases the risk of the weapon their damage could be buffed from current also. this would make them even better if someone lets you get in close. And would work as a great set of close ranged weapons. It would make a decent substitute for the lack of melee. And if melee is every added it would also go well with it.

And flamers could have another unique aspect. They are always presumed hooked up to their fuel. So, if a flamer explodes for any reason(overheating or destruction by enemy fire) it has a chance for the ammo to explode regardless of the ammo's location! And all ammo has a chance to explode. So, each time there is an explosion critical or similar all flamer fuel checks to explode regardless of location in the mech. Possibly causing harm to other ammo or components. Whatever is appropriate for burning fuel.

If it's to overpowered it could only affect other ammo in the mech.

1. For Clan this means it can destroy anything in the CASE protected component it's in.
2. For IS this means fire/Flamer ammo explosion can cause explosions of ammo in other connected components unless CASE is applied.
3. The cockpit fire could harm the pilot. unless we assume there is an anti fire system in the cockpit naturally to put it out. This would make the cockpit the ideal place to put flamer fuel if it is always put out upon fire!

This would be the simulation of fires in the mech.

Edited by Arugela, 27 February 2017 - 09:35 AM.






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