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Buffing Flamers?


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#1 Shiroi Tsuki

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Posted 11 July 2014 - 08:12 PM

Now that the clanners have arrived, I feel like the flamer is not a viable option anymore.
Flamers have a short maximum range of 90m and only does 0.7 damage per second. Meaning you're gonna have to be up close and your finger pulling the trigger at all time for you to even damage the enemy's paint job.
Compare this with an energy weapon with the same tonnage and slot; Medium lasers and Small Pulse Lasers have better range and damage. So why use the flamer? Sure, you could say that it generates heat to the mech that it damage, but lets be honest, you are likely to take more damage than the enemy before both of you overheats.

In my experience, I haven't seen anyone who uses flamers, not even players running with pu- err... adders. I feel like I'm the only one who's using it ._.

What I think that should be done to flamers is to Increase the maximum range to 130-150m and maybe slightly decrease the heat generation for the user, this way the user will overheat AFTER the enemy overheats

Edited by Shiroi Tsuki, 11 July 2014 - 08:13 PM.


#2 Bulletsponge0

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Posted 11 July 2014 - 08:16 PM

I killed someone by legging them with a flamer today

#3 FupDup

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Posted 11 July 2014 - 08:17 PM



Lol.

#4 Shiroi Tsuki

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Posted 11 July 2014 - 08:20 PM

View PostBulletsponge0, on 11 July 2014 - 08:16 PM, said:

I killed someone by legging them with a flamer today

My first and only kill with my HBK-4P Nona flamer was after stealing a kill from a buddy. 0 damage, 1 kill

#5 Mcgral18

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Posted 11 July 2014 - 08:24 PM

I brought 12 flamers and 4 MGs 3 times...strange things happened.

Apparently in a duel I brought a Dire Whale to 90% heat within 3 seconds, doing minuscule amounts of damage, but he couldn't fire half his weapons.

Anyhow, 3 matches, 320 damage in 2 of them, 4 kills and a TK.

Did you know they have a gigantic CoF? And that apparently at short range, sub 20M, it screws the damage application up?


They need an entirely new mechanic for Flamers.

Edited by Mcgral18, 11 July 2014 - 08:25 PM.


#6 Shiroi Tsuki

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Posted 11 July 2014 - 08:46 PM

View PostMcgral18, on 11 July 2014 - 08:24 PM, said:

I brought 12 flamers and 4 MGs 3 times...strange things happened.

Apparently in a duel I brought a Dire Whale to 90% heat within 3 seconds, doing minuscule amounts of damage, but he couldn't fire half his weapons.

Anyhow, 3 matches, 320 damage in 2 of them, 4 kills and a TK.

Did you know they have a gigantic CoF? And that apparently at short range, sub 20M, it screws the damage application up?


They need an entirely new mechanic for Flamers.

I've already made my loadout for a nova with 12 flamers and 4 machine guns before the clanners invaded. <<<Mechlab geek right here

#7 Draykin

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Posted 11 July 2014 - 08:54 PM

I've only recently begun to play around with the Adder Prime, and at first I was kind of annoyed at the perma-Flamer mount all Adders have. After maybe, 15 games? I've managed to shut down Novas and a Timber Wolf, as well as actually score a kill on an XL Raven. Do I like the Flamer? If I have to have it. Do I think it needs a buff? Yes. The only time I ever see them is on either Adders or 12 Flamer/4MG Novas. (Although the latter is quite hilarious)

#8 Shiroi Tsuki

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Posted 11 July 2014 - 09:25 PM

The only time I see flamers being useful is when you run it with lights, or pretty much mechs that can run really fast. Flamers on slow moving mechs isn't that effective. I used to run my Jager Quad machine guns and quad flamers before I came up with the Gauss 20. It was a lot of fun in terra therma, but when enemies simply outruns me, it's frustrating

#9 Sephlock

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Posted 11 July 2014 - 09:27 PM

View PostShiroi Tsuki, on 11 July 2014 - 08:12 PM, said:

Now that the clanners have arrived, I feel like the flamer is not a viable option anymore.

Wait, ANYMORE?! When was it ever?

I think you've been staring at the white moon for too long ;).

#10 Shiroi Tsuki

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Posted 11 July 2014 - 10:07 PM

View PostSephlock, on 11 July 2014 - 09:27 PM, said:

Wait, ANYMORE?! When was it ever?

I think you've been staring at the white moon for too long ;).

In my personal opinion, the flamers were below ok before clanners arrived. They can get the job done, but it would require some skill and a lot of luck. All of my mechs used to have a flamer in them, but now, only my Spideee has one. I run it with with 4 machine guns and a flamer, making it good for finishing cored mechs

#11 vash021

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Posted 12 July 2014 - 01:52 AM

they need to fix this issue below:
continual use of even only 1 flamer will lead to Overheat of a mech no matter how many heat sinks you have

#12 Satan n stuff

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Posted 12 July 2014 - 03:18 AM

View PostShiroi Tsuki, on 11 July 2014 - 08:12 PM, said:

OP

After some testing with the Adder I found you could pretty much negate the flamer's exponential heat increase by rapidly tapping the fire button, turning it into a very low heat low DPS weapon. With the DPS as low as it is and it being lowered further by firing in short bursts, I don't think it's very effective, but it is cost effective if you happen to have a bunch of spare energy hardpoints you're not using. I'd like to see how the flamer performs with double damage, heat and target heat before it gets a range increase, as it's biggest problem in my opinion is that it's firepower doesn't measure up to that of any kind of laser.
Now let's wait for someone to make a "pulse flamer" macro.

Edited by Satan n stuff, 12 July 2014 - 03:19 AM.


#13 Shiroi Tsuki

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Posted 12 July 2014 - 03:23 AM


Made by me. Pretty much my thoughts on Flamers at the moment
DCIE pls nerf. flamur 2 op

Edited by Shiroi Tsuki, 12 July 2014 - 03:28 AM.


#14 Levi Porphyrogenitus

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Posted 12 July 2014 - 04:52 AM

Forget a straight Flamer buff, do a full rework. Borrow from MechCommander and turn Flamers into short-range light-weight energy FLD weapons.

I suggest the following profile:

5 damage, 5 heat, 5 heat imposed, 120m/- range, 4s cooldown. cFlamers would do only 4 heat imposed.

#15 Mavairo

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Posted 12 July 2014 - 05:11 AM

Flamers are and always have been Terribad Weapons in this game. Which is Tragic to put it mildly.
Also why is it you can fire a flamer on it's own for over a minute straight.... yet when you hit a target with it YOUR heat increases? (as per stalker vid)

#16 Demoncard

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Posted 12 July 2014 - 05:15 AM

View PostMavairo, on 12 July 2014 - 05:11 AM, said:

Flamers are and always have been Terribad Weapons in this game. Which is Tragic to put it mildly.
Also why is it you can fire a flamer on it's own for over a minute straight.... yet when you hit a target with it YOUR heat increases? (as per stalker vid)

Your mech senses the flamer isn't fit for purpose, and is deeply distressed by it, resulting in overheat.

#17 Utilyan

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Posted 12 July 2014 - 07:03 AM

My 6 flamer hunchie has struck terror to thousands of mechwarriors. Some folks tell me why not put 9? and i'm like 9 flamers!? that's ridiculous.... I put 6.


FlamerRange 1 .... 500gpx
FlamerRange 2 .... 600gpx
FlamerRange Module .... 3,000,000CP :P ;) :lol:


A whole 2 meters......... cause 3 meters longer would have been WAY too much.

How much further is 2 meters anyway? Like 5 city blocks? I think I made a good deal. :blink:
This thread has inspired me, I'm gonna take my great evil mech out for a spin today. :ph34r:


Posted Image

Edited by Utilyan, 12 July 2014 - 07:03 AM.


#18 Jackofallpots

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Posted 12 July 2014 - 07:12 AM

you should put 3 tags on that thing to really round it out

#19 Gigastrike

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Posted 12 July 2014 - 07:54 AM

View PostJackofallpots, on 12 July 2014 - 07:12 AM, said:

you should put 3 tags on that thing to really round it out

But if he adds 3 tags to it, he wont be able to fit BAP!

Actually, BAP wouldn't be bad on a theoretically viable flamer mech...

Edited by Gigastrike, 12 July 2014 - 07:55 AM.


#20 Mcgral18

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Posted 12 July 2014 - 09:56 AM

View PostMavairo, on 12 July 2014 - 05:11 AM, said:

Flamers are and always have been Terribad Weapons in this game. Which is Tragic to put it mildly.
Also why is it you can fire a flamer on it's own for over a minute straight.... yet when you hit a target with it YOUR heat increases? (as per stalker vid)


Quick correction, the amount of time walking there caused the exponential heat generation to actually pick up, not the fact of simply hitting another mech.

It just took that long for the Flamer to generate more heat than the heatsinks could handle.

If that was a Mastered mech, 57 SHS would give you 6.555 H/s dissipation....which is insane.





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