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Flamer Ideas?


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#21 DONTOR

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Posted 14 January 2014 - 10:41 AM

Flamers only use is to blind the enemy when you fire it into their cockpit, really only works on very fast mechs with energy points to spare in traverseable arms. Treb 3C, some comandos, spiders.

Edited by DONTOR, 14 January 2014 - 10:41 AM.


#22 Deathlike

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Posted 14 January 2014 - 02:34 PM

View PostSkyfaller, on 14 January 2014 - 10:21 AM, said:

This is how flamers should be in this game... been saying it for over a year but these devs never listen.

Heat effect:

- They don't generate heat on target mech. Instead they debuff (aka REDUCE) the target mech's rate of cool-down based on how many flamers are on target.

- 10% loss of cooling ability per flamer on target. This means an 8 flamer mech would reduce a target mech's cooling ability by 80%. This loss is applicable only to the heatsinks located in the armor section the flamers are hitting.

- The flamer 'builds up' from 1% to 10% depending on how long its been on target. The length of time is linked to the same calculations that make armor change in color when hit by lasers. Essentially, when the armor is red hot it means its at max and that = 10% cooling ability loss per flamer is achieved. Timing wise I think this happens around 6 seconds of flamer being on target.

- Flamer has a cone of fire similar to an LBX10 round out to 100m.

Damage & Range:

Range: 100m
Damage: DOT.
Duration of DOT: 10 seconds. Duration is replaced/refreshed per application.
DOT mechanics: A mech can only have 1 DOT applied to each armor section at any given time. Dots do not stack (1 flamer or 8 flamers or 20 flamers it matters not). DOT only starts to deliver damage when target armor section reaches max heat. DOT ceases to deliver damage when armor section falls under 50% of max heat.
DOT Damage: 1 damage per second.

Flamer Heat Generation:
The Flamer generates heat at the slow rate that it does now when it initially starts to build up heat in your mech. Basically 1% heat per 2 seconds of fire regardless of how many heatsinks you have or how many flamers you use.

Flamer Crit: Half the crit % of machine guns.

How this all works together:

You have a weapon that delivers cooling debuff depending how many flamers are equipped. It builds up heat on the user's mech slowly but steadily. Damage is delivered to target in a small cone of fire slowly and only after the armor sections reach red hot. DOT lasts for 10 seconds or until the armor section cools down to 50% of its 'max heat' color...or it is splashed in water. Flamer has half the crit change of machine guns to aid it in destroying internal components after the armor is removed.

This system does in no way or form make the flamer or even boating flamers be exploitable but it does however, make many mechs have the ability to specialize as debuffers in support of heavier mechs. There is no stun lock given that this is not affecting heat capacity but rather the cooling capacity of target mechs up to an 80% max debuff.


I subscribe to the gist of your idea... too bad that'll be lost in the noise.

#23 Jay Kerensky

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Posted 14 January 2014 - 10:09 PM

DON'T PANIC - I have solved it.

Make a Flamer-Snow.

What the hell, it apparently works with maps!



Posted Image

#24 Alcom Isst

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Posted 14 January 2014 - 10:23 PM

View PostJay Kerensky, on 14 January 2014 - 10:09 PM, said:

DON'T PANIC - I have solved it.

Make a Flamer-Snow.


Quite the concept. A no-damage weapon that shoots cold things instead of hot things, cooling the target. A support weapon. Compressed gas shenanigans. Of course, there was no such thing in BattleTech.

#25 wolf74

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Posted 15 January 2014 - 01:30 AM

The Vehicle Flamer (which was a chemical base) that needed ammo. Was used to Cool Mechs down. See the Coolent Trucks.

#26 Sug

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Posted 15 January 2014 - 01:59 AM

Increase the heat and damage caused by flamers but make them use a limited fuel "ammo" system, either something that recharges like jumpjets or a fixed limited supply of ammo. Make flamer fuel slots more volatile than ammo.

#27 Rushin Roulette

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Posted 15 January 2014 - 02:12 AM

View PostDeathlike, on 13 January 2014 - 08:45 PM, said:

Here is the "improved" flamer test build:
STK-5M




Sorry, but that is a terrible mech and you know it. You should go and stand in the corner of a Tipi and think about what you did wrong.

This is how the improved flamer stalker should look like

STK-5M

It is faster, has loads more armour and even has the most OP weapons available in MWO including redundancy systems.

#28 627

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Posted 15 January 2014 - 04:04 AM

to be true, flamers were feared weapons once. In closed beta, really early, you could see many many mechs stunlocking others with flamers and waiting for the rest of the team to finish them off.

This happened to me in my very first game in CB.

Those times... after that it was nerfed to oblivion but the fear of a stun gun sits deep in paul, just like the fear of collision stun and heat neutral mechs.

:ph34r:





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