Posted 09 August 2014 - 07:27 AM
After taking my Firestarter out for a spin, I began to contemplate various weapon modules I'd like to see for flamers. I'll start with bonuses before discussing drawbacks. With that, here are the bonuses I'm interested in:
- Damage
- Crit Seeking
- Weapon Heat
- Heat Damage
- Special Abilities
These are the big five that I would consider. Taking into account that I haven't elited my chassis yet, Weapon Heat is probably not that big of a deal. I will see significant heat improvement once I hit elite with the FS9H. Special abilities is one of the big ones, but is ultimately dependent on PGI. What, if any, special abilities offered will have a huge impact on my other choices. The other two big ones are Crit Seeking and Heat Damage. Heat Damage was the intended focus of the build. The crit seeking strength (given 4x flamers and 2x machine guns) was a unintentional bi-product of the design (and a good one too).
Now, for the drawbacks. Quite frankly, the drawbacks are going to be a huge driving factor for my selection. I really don't want to see increases in heat, as the build is fundamentally hot. Damage, surprisingly enough despite my original post suggestions, is something else I would be hesitant to touch. The flamers make up a decent portion of the damage oriented firepower, even if that wasn't intended in the design. The bonus would have to be pretty sweet for me to take it. One thing I would definitely sacrifice, however,would be range. The combat philosophy of the entire design is close quarters combat, so meager reductions in range is not truly a drawback.
Those are my thoughts for weapon modules at the moment, feel free to include some of your own.
Ambuscade