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.