Flamers
Flamers currently do 0.7 DPS with a rapidly climbing HPS that gets higher the longer you use it, up to a cap. They also build heat on the enemy mech. This sounds awesome in theory, except the heat generated is completely dissipated by the enemy mech's heatsinks to the point where it just doesn't matter enough. Some people say multiple flamers don't even stack the heat effect, but I haven't seen evidence to support this one way or the other yet, so for now I'll assume that multiple flamers don't even matter aside from DPS.
To start, lets look at weapons and get a comparison between the Flamer and other weapons.

Looking at just information I've copied from Li Song's Mechlab, the flamer has the LOWEST damage of any weapon (aside from the machine gun, but it spits out 10 bullets per second, so it's technically suppose do more than 0.1 damage) in pretty much every category. Ballistics are a bit of an exception as they have relatively small amounts of damage per ton, but high DPS and low Heat.
That said, the flamer DOES have an improved crit chance, but that is a mechanic that players don't really notice, and it doesn't improve how good it feels to use the weapon in any way. So, lets look at how to improve it.
My first proposed change is to actually buff the damage to something worth its weight. Personally, I think a flat [1] DPS would be best, as it then becomes an actually VIABLE alternative to the Medium Laser as far as damage goes, aside from the much shorter range, higher heat (eventually), and lack of burst damage. However, it's still generally inferior to most other weapons. Alternately, at least [0.8] would bring the damage up to just below the Medium Pulse Laser in terms of DPS/per ton if that proved to be too much for whatever reason.
This leads into the second change, a change in the base mechanic for the flamer: the heat increase on the enemy mech. We all know it's there, but I don't think most people even notice it happening when they're being flamed. That said, I propose to rework it to do the following.
Being hit by a Flamer for 1 second gives the mech 1 Flame stack. Each Flame stack reduces the Heat Dissipation of that mech by [0.01]. Flame stacks can get up to a maximum of [50]. When not being hit by the Flamer, Flame stacks disappear at a rate of [10] per [3] seconds.
Looking at this, in theory you could reduce an enemy mech's heat dissipation by 0.5 (or 5 Single Heat Sinks worth of heat dissipation). Flame stacks would be shown in the same way as the effects of ECM and other effects. It would take about 15 seconds to fully clear all the stacks.
Looking at it all combined, this means the weapon does decent (but not great) DPS for it's weight, with relatively high HPS the longer you maintain it, and reduces the enemy's ability to DISSIPATE heat without stopping them from functioning completely. With a single Flamer, it would take 50 seconds to fully max out the flame stacks, but a group of mechs with flamers, or multiple flamers, can fill the stacks up faster, allowing a light pack to focus down an assault laser boat, but not necessarily fully shut it down.
Since this isn't as good as far as DPS goes, they aren't going to kill it as easily as they could taking a bunch of Medium Lasers, but it would still be a viable alternative.
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Machine Gun
The Machine Gun is actually a decent weapon now... if you have 4+ machine guns. It really doesn't do anything "well", aside from being able to constantly deal small amounts of damage. It actually claims to do the amount of damage I'd want the Flamer to do, though the damage is inconsistent according to some thread discussions on the Machine Gun that I saw a while back, dealing closer to 0.7 DPS I believe... which makes it about as effective as the current Flamer. That said, the damage isn't what I would change to make the Machine Gun a worthwhile weapon.
This is a much simpler fix than my suggestion for the Flamer, and was actually inspired by Guns of Icarus Online. Instead of working like it does now, when used against the Armor of the mech, the Machine Gun deals [10%] more damage per bullet, but it deals [10%] less to Internals (this does not include weapons, things like BAP, the engine, or ammo). It deals it's normal damage to everything else.
This change gives the machine gun a purpose, especially on smaller mechs that can't bring the firepower to take down pretty much anything. On a larger mech, while useful, once the armor is gone, the weapon becomes much less useful, and bigger mechs could just as easily take an AC/2/5/20 that's useful all the time instead.
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Well, that's all my ideas for now. If I come up with anything more (or any interesting suggestions are made in the discussion), I'll add them here.
Edited by Adran, 30 January 2014 - 01:46 AM.