Idea For Flamers Has Occured.
#1
Posted 11 February 2014 - 01:44 PM
When flamers are hitting a target they do basically what they do now but when they leave the target it gives a napalm effect and sets the areas hit on fire. This could do a damage over time that dissapates after a certain amount of time. Also, during this duration it would also increase heat over time on the target before burning out.
Added twist...If the effected areas burning was on the mechs armor and not internals and managed to melt away the armor, the fire would extinguish. Internals on the other hand would suffer the full duration of the fire effect.
The burning effect would also help spot enemy mechs from afar on night maps while using thermal vision as they would be producing heat from the fire.
Might be complicated...But I think it would make them a lot more fun to play with!
Any thoughts on this? I put a simple version on Pauls twitter page. A bit hard to go into detail on twitter.
#2
Posted 11 February 2014 - 01:58 PM
#3
Posted 11 February 2014 - 01:59 PM
#4
Posted 11 February 2014 - 04:16 PM
#5
Posted 11 February 2014 - 05:39 PM
Could add environmental effects with using it to spread fire to the map as well as effects to Mechs:
Even if it raises the ambient temperature and removes vision with smoke in the effected area for a temporary period it would add game play content to the use of a flamer.
Edited by Noesis, 11 February 2014 - 05:41 PM.
#6
Posted 11 February 2014 - 05:44 PM
#7
Posted 11 February 2014 - 05:46 PM
#8
Posted 11 February 2014 - 05:50 PM
Prosperity Park, on 11 February 2014 - 05:46 PM, said:
Yes but we've deviated from TT lore here and there and I don't think this would be a major deviation that would take us "out" of the Btech world
#9
Posted 11 February 2014 - 05:50 PM
Anyone remember the forest fires on Mech Commander doing this?
#10
Posted 11 February 2014 - 05:52 PM
#11
Posted 11 February 2014 - 05:58 PM
Maybe we should be requesting more penalties for running your Mech at 90% heat, instead of asking for an entirely new Flamer..?
#12
Posted 11 February 2014 - 06:01 PM
Prosperity Park, on 11 February 2014 - 05:58 PM, said:
With dissipation being more nerfed in MWO this would effect heat dependent weapons more than others, unless they were rebalanced with their heat values to compensate for the likes of heat scale penalties as per TT.
#14
Posted 11 February 2014 - 06:18 PM
Prosperity Park, on 11 February 2014 - 05:58 PM, said:
Maybe we should be requesting more penalties for running your Mech at 90% heat, instead of asking for an entirely new Flamer..?
I wouldn't mind seeing mroe of a TT scale when it comes to penalties. Currently there is no penalty from heat (that I know of?) until you shut down. Blurred vision to simulate to hit modifiers and slower speeds to simulate movement penalties would be great.
#15
Posted 12 February 2014 - 05:23 AM
In BT, a flamer can be set for a wide-spray of plasma that will heat up a 'Mech, or a more focused blast that inflicts damage similar to a machine gun. Being able to swap modes when firing would be rather nice, rather than the kludgy combo we have now.
As for "sticky" fire, we're also missing Inferno SRMs for our launchers. Each missile basically produces heat on the target similar to a single flamer hit.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


















