Flamers And Assault Mode: An Idea To Improve Both
#1
Posted 20 June 2014 - 01:43 PM
However, I also liked the idea of the opportunistic light mech stealing away the win or drawing off the enemy through base capture (even if it was one mech). Therefore, I have come up with a proposal to improve upon this abandoned tactic and breath life into the underpowered flamer.
The Proposal
In reality, the flamethrower's role was to destroy fortifications, primarily bunkers and machine gun nests. My proposal is give the MWO flamer a similar role by allowing it to rapidly destroy the only current fortification in the game: turrets.
"Fluff" Interpretation
To me, the bases we currently have in Assault are more like mobile base camps. The capping point is centered around a vehicle that is essentially a mobile HQ. Therefore, the turrets surrounding the HQ are a portable, medium sized design. They are equipped with the bare minimum to serve their function (to protect the base and delay a concentrated assault until a counter attack can save it). These turrets are not equipped with a significant amount of heat sinks, evident by their low rate of fire.
Despite being equipped with plenty of armor to withstand concentrated fire from conventional weapons, the turrets should be vulnerable to a heat based attack, like from a flamer.
Implementation
Rather than being destroyed by raw damage from a flamer attack, I think the heat buildup should destroy the turret. Initially, the turret operates as normal. However, as the heat climbs, the turret shuts down like a mech would (it would not withdraw in cocoon form, as I contend the turret wasn't designed to withstand a heat based attack and lacks the safeguards). Then, rather than cooling off like mech would (as mechs have built in safeguards for this kind of thing) the turret continues to build heat until catastrophic failure. By failure I mean the LRM ammunition explodes, the laser housings melt, the computer handling fire control overheats and fries, etc.
Conclusion
I believe this to be a good idea to implement to add a bit more depth to Assault. The flamer attack on a turret would not and should not be an instant kill. The time to kill should be proportional to the number of flamers used. To balance it, the turrets' "heat threshold" could simply be adjusted accordingly. As light mechs are typically the users of flamers (at least in lore) the idea of a light mech raid on a mobile HQ seems fitting with these weapons being the tool to "crack open the nut".
Please discuss and comment, Ambuscade.
#2
Posted 20 June 2014 - 01:52 PM
#3
Posted 20 June 2014 - 02:29 PM
A: they introduce heat penalties, thus giving more reward to player using a heat based attack
B: get over the fear of broken flamers like the ones that existed in closed beta
Anyhow, just my two c-bills worth.
Ambuscade
Edited by Ambuscade, 20 June 2014 - 02:30 PM.
#4
Posted 20 June 2014 - 03:09 PM
Ambuscade, on 20 June 2014 - 02:29 PM, said:
A: they introduce heat penalties, thus giving more reward to player using a heat based attack
B: get over the fear of broken flamers like the ones that existed in closed beta
Anyhow, just my two c-bills worth.
Ambuscade
Everybody wins.
#6
Posted 22 June 2014 - 02:54 PM
Please keep the comments on topic and constructive.
Ambuscade
#7
Posted 23 June 2014 - 11:12 AM
#8
Posted 23 June 2014 - 11:15 AM
Sephlock, on 20 June 2014 - 01:52 PM, said:
Yeah, but then it would be like stun lock in an MMO......a mech, once hit by flamers would never get to do anything but be heat locked and permanently shutdown...
#9
Posted 23 June 2014 - 11:17 AM
LordKnightFandragon, on 23 June 2014 - 11:15 AM, said:
Yeah, but then it would be like stun lock in an MMO......a mech, once hit by flamers would never get to do anything but be heat locked and permanently shutdown...
Until the practically defenseless Flamer mech is obliterated by the rest of the team
#11
Posted 23 June 2014 - 12:03 PM
Lunatech, on 23 June 2014 - 11:17 AM, said:
Until the practically defenseless Flamer mech is obliterated by the rest of the team
You mean the typical PUG team that doesn't have any tactical awareness whatsoever?
I think I could make a lance where one guy packs nothing but flamers and the rest swiftly kill the shutdown dude and kill half the enemy team before they noticed. By then it would be too late.
#12
Posted 23 June 2014 - 12:05 PM
Scratx, on 23 June 2014 - 12:03 PM, said:
You mean the typical PUG team that doesn't have any tactical awareness whatsoever?
I think I could make a lance where one guy packs nothing but flamers and the rest swiftly kill the shutdown dude and kill half the enemy team before they noticed. By then it would be too late.
I've been on a PUG team with a lance of flamer mechs. We lost spectacularly.
Especially now with the 30 to 50 pinpoint alpha's flying around, a light mech isn't going to live long enough to keep a mech shut down.
#13
Posted 23 June 2014 - 12:38 PM
Edited by Shabahh, 23 June 2014 - 12:39 PM.
#14
Posted 23 June 2014 - 12:45 PM
In TT Flamers where every Infantry platoons deepest, darkest, represt, nightmare, as a single Flamer was capable of obliterating half a platoon in a single shot, if they where in cover.
If they where not in cover..... Well, lets just say "Charnel Pit".
Flamers would be the ultimate anti-infantry weapon, capable of obliterating those pesky little men whom are poking your Mech with man portable weapons, small arms fire, etc.
#15
Posted 24 June 2014 - 11:53 AM
Ultimately though, the inclusion of infantry would deviate resources from Community Warfare and prolong its actual release. I'm sure no one wants that. My idea is something simple. I'm sure adding heat bars and related consequences wouldn't be resource intensive and hopefully add a lot more depth to the game.
Ambuscade
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