

Unable To Remove Flamer From Adder
#1
Posted 15 June 2014 - 07:40 PM
#2
Posted 15 June 2014 - 07:40 PM
#3
Posted 15 June 2014 - 07:42 PM
#5
Posted 15 June 2014 - 07:43 PM
Scurro, on 15 June 2014 - 07:42 PM, said:
Does that mean it is not removable because of lore reasons?
Yes.
Kassatsu, on 15 June 2014 - 07:42 PM, said:
Who would ever want to remove one of those from their mech?

#6
Posted 15 June 2014 - 07:44 PM
I think the only chassis supposed to be hit by this in the current Clan package are the Adder (flamer), Nova (jump jets), and Summoner (jump jets).
I didn't buy the Warhawk, so I don't know whether the Targeting Computer is removable. It should be since, even though it's included in every configuration, it's not part of the base configuration.
Edited by Mizeur, 15 June 2014 - 07:45 PM.
#9
Posted 15 June 2014 - 08:00 PM
Sephlock, on 15 June 2014 - 07:56 PM, said:
That's because the heat gain on both ends is exponential, based on how long you fire it. Initially, the value is so small that my 57 SHS could handle it. But, by the time I got to the Centurion, the exponential effect kicked in to just enough of an amount to be visible on the heat bar.
#10
Posted 15 June 2014 - 08:09 PM
FupDup, on 15 June 2014 - 08:00 PM, said:
Is it at all possible to have enough heatsinks to make the flamer worth it, ever?
#11
Posted 15 June 2014 - 08:34 PM
Sephlock, on 15 June 2014 - 08:09 PM, said:
Well, it's impossible to keep a single Flamer heat neutral, no matter how many sinks you have. The effect is exponential, meaning it can and eventually will defeat any number of sinks. If you made a mech with 9001 DHS, a single Flamer could *eventually* overheat it if you had enough time on your hands.
The inability to keep a lone Flamer heat neutral is only one of the issues with it. It also only brings the target up to 90% heat max (no higher), does very little damage, requires continuous face time, is distracting to the person using it just as much as the target, and doesn't get 2x range like most direct fire weapons have. It's a trifecta of crappy traits rolled into a single bundle of fail.
#12
Posted 15 June 2014 - 08:47 PM
#13
Posted 15 June 2014 - 08:56 PM
FupDup, on 15 June 2014 - 08:34 PM, said:
The inability to keep a lone Flamer heat neutral is only one of the issues with it. It also only brings the target up to 90% heat max (no higher), does very little damage, requires continuous face time, is distracting to the person using it just as much as the target, and doesn't get 2x range like most direct fire weapons have. It's a trifecta of crappy traits rolled into a single bundle of fail.
Hmm I had no idea this is how the flamer worked. How long do you have to let off the flamer to reset?
#15
Posted 15 June 2014 - 09:10 PM
Well... you're gonna keep that useless weapon until they finally make it not suck.
#16
Posted 15 June 2014 - 09:13 PM
Deathlike, on 15 June 2014 - 09:10 PM, said:
Well... you're gonna keep that useless weapon until they finally make it not suck.
#17
Posted 16 June 2014 - 02:16 AM
hmm... something to try.
#18
Posted 16 June 2014 - 02:19 AM
I was ambushed by four heavy 'mechs as I was sniping on Canyon (boy I need to get better at that), and I was chain-firing my ER PPCs and using my flamer when they got close enough to get kill assists if those big bad 'mechs went down later during the match

But yeah, the Adder has always had a hardwired flamer, and it's one of those things that gives the chassis character. Remember that Clan flamers weigh only half a ton as opposed to the IS flamer, so even if you could remove it, you're not gaining much. 16 tons of pod space is plenty for a 35-tonner.
Edited by TELEFORCE, 16 June 2014 - 02:20 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users