

Flamers
Started by MrM1971, Jun 21 2012 03:49 PM
51 replies to this topic
#41
Posted 21 June 2012 - 08:25 PM
If I remeber right, Flamers should do 2 damage and add 3 heat for 5 combat rounds.
#42
Posted 24 June 2012 - 05:40 PM
Very very slight damage.
But they should totally toast a mech to a point where they need to shutdown.
Flamers would probably not have a lot of ammo and be expensive but worth using if someone has the up close style/build.
But they should totally toast a mech to a point where they need to shutdown.
Flamers would probably not have a lot of ammo and be expensive but worth using if someone has the up close style/build.
#43
Posted 24 June 2012 - 06:03 PM
people seem to forget that flamers needed no fuel as they vented superheated plasma and was efficient enough to not need ammo. though they show the old Firestarter mech with tanks around the shoulder lol. I remember in the 3025 time frame you had flamers that were plasma or napalm based. either way they can do minor damage to a mech in fact did the same as a machine gun. its utility was in setting fires.
hey if we are talking fire can we have SRM inferno rounds please?
hey if we are talking fire can we have SRM inferno rounds please?
#44
Posted 24 June 2012 - 06:06 PM
Fire good.
#46
Posted 24 June 2012 - 06:11 PM
I don't want to see a flame fest.
#47
Posted 24 June 2012 - 06:17 PM
The flamer, if I remember correctly, has always caused minimal damage and provided the nice effect of overheating an enemy mech; why change the formula now?
#48
Posted 24 June 2012 - 06:18 PM
I voted that it should be both.. but that comes with a caveat. You can do damage by overheating components.. ammo explodes and all that..
Once a mech is damage and fire can get in, then it should cause further damage... However it's more of an indirect damage that occurs when things overheat.
Once a mech is damage and fire can get in, then it should cause further damage... However it's more of an indirect damage that occurs when things overheat.
#49
Posted 24 June 2012 - 06:18 PM
BFalcon, on 24 June 2012 - 06:07 PM, said:
Remind me to keep my distance from you, even if you're on my side, if they ever come in...

an old TT tactic was to stock my Wasp [6/9/6 20 ton light mech medium laser (RA), and SRM 2 (LL)] with inferno rounds and jump in behind my target inferno them then jump back out.
#50
Posted 24 June 2012 - 06:33 PM
Fire is hot. Lasers are WAAAAY hotter.
Flamers should only cause heat effects in mechs they hit, no physical damage at all. Make targets run hotter, and have a chance to cook off ammo.
Flamers should only cause heat effects in mechs they hit, no physical damage at all. Make targets run hotter, and have a chance to cook off ammo.
#51
Posted 04 December 2012 - 08:18 AM
FactorlanP, on 21 June 2012 - 03:53 PM, said:
Personally, I've never really thought that a Flamer should do any significant damage to a giant robot that can absorb multiple missile strikes etc...
Raising heat makes perfect sense to me though.
Raising heat makes perfect sense to me though.
But still you got some cables under the armor plating and they have limited resist to heat and other stuff like weapons as well could get damaged under flames and ammunition HIGH EXPLOSIVE stuff yes? So meybe the DMG shuld rise slowly up more you heat more DMG you make first 1 per sec than 1.5 , 2 ,2.5, 3 , 3.5 ..... this is only example so possibly less DMG per second. U can destoy tank with Molotov so maybe a mech witch good tech flamer ???
#52
Posted 20 February 2013 - 09:07 PM
It should cause more heat on target. If the Wiki is correct, the flamer currently heats your mech three times as much as it heats the target -- that just does not make sense.
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