Seen as this weapon is totally useless, why not give it some kind of useful mechanic?
Any Heatsinks in un-armoured Components being hit by a Flamer over X amount of time, takes damage while taking on a moderate amount of heat (as well as the Component itself, obviously).
Make the Crit chance higher than it is for Machineguns and the LBX, but applicable only Heatsinks.
When a Heatsink is critted and destroyed, the Mech that loses the Heatsink gets a small burst of Heat, and having lost a Heatsink, is down in heat efficiency.
Keep the Range as is, and lower the heat output for the equipped mech, and these weapons would not only be balanced, but would find a nice niche in Medium/Heavy Brawls.


Flamer Suggestion
Started by Nehkrosis, Dec 30 2013 07:19 PM
7 replies to this topic
#1
Posted 30 December 2013 - 07:19 PM
#2
Posted 30 December 2013 - 07:30 PM
i've always wondered, since the flamer is a plasma release from the Battlemech's reactor, wouldn't that decrease the heat from the reactor, not increase it. Would be interesting, using flamers and they improve you're heat efficiency
.

#3
Posted 30 December 2013 - 07:31 PM
Man i think if it looked like Plas, id use it for the visuals alone

#4
Posted 31 December 2013 - 10:34 AM
If you are looking for a good and solid way to rebalance Flamers, maybe you should check out a write-up I did a couple of months ago. It is still quite valid, and obviously still open up for readers, voters, and comments. The unfortunate failing the Flamer has is its own unique form of heat scaling. It makes the Flamer an extremely high-skill weapon instead of a simple crowd-controlling weapon, like it's supposed to be.
Take a look, HERE.
Take a look, HERE.
#5
Posted 31 December 2013 - 09:55 PM
The biggest problem is the range. Increase that slightly and it is suddenly very viable. I do think it needs to add more heat to the opponent too.
#6
Posted 03 January 2014 - 07:24 AM
Ive noticed while using it, you have a high likelihood of hitting back armor. try it with 6+Flamers

#7
Posted 03 January 2014 - 09:17 AM
Flamer is decent now. increase the range slightly more perhaps, and maybe double the speed it heats up the enemy and the user could be enough.
#8
Posted 07 August 2022 - 01:11 PM
Another ole post on Flamers, I see a recurring theme even to this day. They just aren't good enough for their tonnage.
Take this post, it holds that the flamer should target heat sinks, but ammo under heat would make more sense.
Each post I have seen is trying to fix a problem that exists in different ways, even elite players admit there could be more damage or range.
This is my RALLY CALL, PLEASE MAKE THE FLAMER HAVE 10m MORE IN RANGE, and RAISE DAMAGE TO 0.3. Do that, and then balance will be achieved at last.
Take this post, it holds that the flamer should target heat sinks, but ammo under heat would make more sense.
Each post I have seen is trying to fix a problem that exists in different ways, even elite players admit there could be more damage or range.
This is my RALLY CALL, PLEASE MAKE THE FLAMER HAVE 10m MORE IN RANGE, and RAISE DAMAGE TO 0.3. Do that, and then balance will be achieved at last.
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