#1
Posted 12 May 2014 - 01:35 PM
The problem is that PGI is afraid, and with somewhat good reason, that a flamer heavy mech can stunlock any opponent. Considering that light mechs can easily close in and flame you, it's understandable that we don't want OP flamers.
What if, instead of increasing slowly your heat, it gave you a "debuff" that increases the heat generated by your weapon firing? And said debuff is stackable
For example: 1 flamer flaming you for 1 second = 1 debuff. 1 flamer flaming you for 2 seconds = 2 debuffs. 2 flamers flaming you for 1 second = 2 debuffs. And so on
Each stack of the debuff gives a 15% increase in heat generated when firing.
Does numbers can be changed as needed, but I think that would be a decent way to make flamers a CC weapon (crowd control) without stunlocking anyone.
#2
Posted 12 May 2014 - 01:39 PM
Edited by 101011, 12 May 2014 - 01:40 PM.
#3
Posted 12 May 2014 - 01:55 PM
While that part of them is pretty neat it does blow they dont have much else in terms of additional effects. Honestly though out side of boosting the damage they do or lowering the heat scaling on them I dont see how you can successfully add a new effect to them that wouldnt make them stupidly OP.
But yea try them on a mech you get close with- i find it helps a lot with keeping your mech a live- you only need about 1-2 of them for the effect to work well. Any more of funny as hell and can really be mean to any one with exposed internals.
#4
Posted 12 May 2014 - 02:37 PM
ToxinTractor, on 12 May 2014 - 01:55 PM, said:
That's true, but it works both ways. The placement of the hardpoints on the mech can mean flamers blind you just as much as your opponent. A Jenner or Cicada can't really use them, for example.
I do troll with them from time to time just to blind people. Sometimes I get yelled at by my teammates for not bringing lasers instead. I haven't been team killed for it yet, at least.
Being blinded probably isn't much more fun than being stunlocked. I'd rather they nerf the blinding effect and make them do something. Not just buff the crit-seeking, either. Gawd I hate that machine guns pay such a heavy price (pitiful damage and accuracy) for being able to crit more. Have some imagination. Increase weapon recycle times? Cause them to jam like a UAC/5? Or have no imagination at all and just increase the damage. That would be fine, too.
#5
Posted 12 May 2014 - 02:50 PM
#6
Posted 12 May 2014 - 02:51 PM
All they need to do is make the flamers heat up the target a lot faster than they do now.
#7
Posted 12 May 2014 - 02:53 PM
I know no one really cares about the damn things, but having at least one more functional weapon would break up the monotony for a bit. Hell, even if they just scrapped the heat transfer idea and buffed the damage to turn them into a machine-gun style energy weapon, I'd be ok with that, as long as they got rid of the exponentially increasing heat buildup.
The blinding could be a secondary utility bonus.
#8
Posted 12 May 2014 - 02:57 PM
http://www.twitch.tv...stetz/c/4119089
http://www.twitch.tv...stetz/c/4119059
http://www.twitch.tv...stetz/c/4118969
I even have a special "FIRE TIME" playlist!
Also, I assumed that everyone was aware but I'm learning otherwise. Don't aim flamers with the visible flame, aim with the crosshairs.. and aim for the legs. When you get too hot, use a single flamer to the enemy cockpit, chain fired, so you can blind them while you cool off. I tend to drop an airstrike while flaming their cockpit so they can't see the red smoke
Edited by Fierostetz, 12 May 2014 - 02:58 PM.
#9
Posted 12 May 2014 - 03:06 PM
I have mixed feelings about them in MWO- I'd love to see them be more than a novelty... but, they are doing a great job at being anti-infantry (Do you see any infantry? I didn't think so...there you go, thank you Flamers, lol) and at the same time, I don't want to see them be the new FOTM/Meta/"Everybody has to have at least one on their mech or they must be an idiot" piece of equipment.
I think my biggest disappointment with MWO flamers is that they don't actually light things on fire.
#10
Posted 12 May 2014 - 03:07 PM
#11
Posted 12 May 2014 - 03:23 PM
Pygar, on 12 May 2014 - 03:06 PM, said:
I have mixed feelings about them in MWO- I'd love to see them be more than a novelty... but, they are doing a great job at being anti-infantry (Do you see any infantry? I didn't think so...there you go, thank you Flamers, lol) and at the same time, I don't want to see them be the new FOTM/Meta/"Everybody has to have at least one on their mech or they must be an idiot" piece of equipment.
I think my biggest disappointment with MWO flamers is that they don't actually light things on fire.
But they're not fluff! They really do work! I like to use them to annoy meta mechs while my team pounds them. Most people will chase a squirrel. Most people will chase a shiny. Almost everyone will chase a shiny squirrel
#12
Posted 12 May 2014 - 03:25 PM
Sybreed, on 12 May 2014 - 01:35 PM, said:
Instead of heat generated, since that really only punishes energy, what about heat per second?
Maybe set it up like this:
1. For every 1.0 seconds of contact, one flamer adds one debuff stack.
2. Each stack increases weapons' heat-per-second by 0.1.
3. Debuff stack limit is 10.
4. Debuff decrement by one stack every 1.5 seconds.
As a result:
1. Four flamers apply 10 stacks of the debuff in 2.5 seconds.
2. Under 10 stacks, an ER PPC generates 19 heat per shot and an AC/5 generates 2.672 heat per shot.
3. Once free of flamers, 10 stacks will fall off completely in 15 seconds.
#13
Posted 12 May 2014 - 03:28 PM
DONTOR, on 12 May 2014 - 02:50 PM, said:
My problem with this strategy is that to continously blind a player, you have to either hold still or accelerate and accelerate across the front of the flamed mech. In either method and as a Firestarter, if you stay in one place you will be shot dead either by the mech you are flaming or one of his 10 allies (there was one disconnect). If you don't stay in one place you can blind an enemy mech for a second or two at most, and then evade away, performing a distraction that is far more useful than your flaming.
#14
Posted 12 May 2014 - 03:31 PM
Alcom Isst, on 12 May 2014 - 03:28 PM, said:
Watch my linked videos. It's fine.
#15
Posted 12 May 2014 - 03:31 PM
#16
Posted 12 May 2014 - 03:37 PM
There's the cloud-of-plasma "heat gun" mode and the focused "damage" mode- in TT, flamers either do one or the other, not both at once and not as some continual blast of heat source. Unlike MG's that don't care about heat, the exponential overheat on flamers is....well, not all that appealing.
Give it a bit of critseeking ala the MG in damage mode but make it a "fireball" rather than a continual blast of flame, let it simply generate 2 heat on a single hit in heat mode and simply spit out a cloud of flaming plasma at the target that deals no actual damage. Slow down it's fire rate to medium-laser levels or so rather than the constant shake-and-bake it has now and apply ghost heat for 2+ so rapidfiring for heatlock still causes the same "you cook faster than they do" problem.
Edited by wanderer, 12 May 2014 - 03:37 PM.
#17
Posted 12 May 2014 - 03:37 PM
So basically, if you have 1 flamer you could eventually hit the the effect's limit with extremely judicious application on the enemy mech, but having say 4 flamers would get you there a lot faster.
#18
Posted 12 May 2014 - 03:41 PM
Edited by verybad, 12 May 2014 - 03:42 PM.
#19
Posted 12 May 2014 - 03:44 PM
WTB viable Flamers.
#20
Posted 12 May 2014 - 03:54 PM
LEARN 2 FLAME
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users