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Flamer Recharge: A Nerf For A Buff


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#1 Livaria

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Posted 07 June 2014 - 07:39 PM

Introduction:

My reason for this suggestion is because people seem to think that flamers are weak weapons. I did some research and it seems that a flat damage increase seems to be the most feasible way of solving this problem. (I can elaborate on this if you want).

However, this post is not intended to discuss the number balance of flamers. This is more of an idea created in anticipation that *if* Flamers need to do more or equal damage than a small pulse laser or a medium laser. Then something must be put in place to counter-balance it.


Suggestion:

The idea is to change how flamers operate by including a stored energy reserve.
This could be rationalized as a capacitor or a plasma containment storage. It would be like jump-jet fuel... for flamers.

Here's how it could work; Flamers will be given an estimate of 4 seconds worth of flamer energy. When fired, it will consume this energy until it depletes. When depleted, a flamer cannot fire.

After firing a flamer, a recharge delay timer of 1 second must be present until a flamer is able to recharge. (This is to prevent players from mashing the trigger button to get extra damage from flamers.)

I will present to you the math changes involved if such a thing were to exist.

- Flamer damage
- Flamer energy amount
- Rate of energy recharge
- Recharge delay timer


The intended result:

Flamers can be allowed to have more focused damage (Or damage in general) without out-performing other weapons.

I'm not about to say that it can't have flaws. There could be problems that I don't know about. But it sounds good to me. Let me know what you think.

Edited by Livaria, 11 June 2014 - 08:04 AM.


#2 ManDaisy

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Posted 07 June 2014 - 08:22 PM

Interesting... Can I suggest charge up time for flamers for longer duration/damage/heat/range all while adding exponential heat while charging? It would make sense since the weapon would be building up the heat to release.

#3 Livaria

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Posted 07 June 2014 - 09:27 PM

View PostManDaisy, on 07 June 2014 - 08:22 PM, said:

Interesting... Can I suggest charge up time for flamers for longer duration/damage/heat/range all while adding exponential heat while charging? It would make sense since the weapon would be building up the heat to release.
I had to take some time bit to figure out what you were trying to offer, but I *think* I understand. If I got this wrong you may have to explain more elaborately.

But it sounds like you're saying that a flamer gets stronger when it has full energy and then gradually gets weaker as it depletes. Is that right?

#4 ManDaisy

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Posted 08 June 2014 - 01:33 PM

Oh I didn't think of it that way. But the hot water running out in the shower effect does make sense.

#5 Livaria

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Posted 11 June 2014 - 07:32 AM

Well in any case, Some of us may want to keep things as simple as possible. I'm still trying to salvage *most* of what flamers currently are. I'd rather go for an approach that is the least intrusive to the games current design.

But if other changes can be allowed, then I'm up for it as long as it gets the job done.

Edited by Livaria, 11 June 2014 - 08:01 AM.






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