Blakkstar, on 28 August 2014 - 05:45 AM, said:
Which in and of itself is absurd. Heat management has always been central to Battletech/Mechwarrior. Shutting down other mechs isn't "trolling", it's using a game mechanic to gain an advantage.
TT rules limit the effect to 1 active Inferno precisely to combat the other concerns about being able to perma-shutdown Mechs with them alone.
This is no longer correct, nor has it been for over a decade.
The way it originally worked, Inferno SRMs added +6 heat for 3 turns (30 seconds) +1 turn for every additional Inferno round that hit while the "burn" was active.
That changed in the modern rules- each Inferno round adds 2 heat per hit, to a maximum external heat penalty of +15 (from all sources- from weather through Inferno/Flamer hits).
Note that while +15 heat (1.5 heat/sec) is plentiful, it's not enough to overwhelm anything save a seriously damaged DHS design or SHS design (LOL) with sheer "fire"-power- and in TT, a flamer set to heat mode deals -zero- damage and puts out 3 heat for every two it delivers. In MWO, flamers don't have alt-mode and instead deliver a mediocre mix of heat and damage.
It's not frickin' tough to fix flamers, especially when and if someone at PGI gets the capacity to actually code a weapon that fires dual-mode (LB-X's, anyone?).
1) Flamers no longer fire a continual cone of flame in all modes. In "heat mode" it's as shown now, in damage mode it's a short lick of plasma.
2) Damage mode flamers deal 2 damage over a .5 sec duration, with a two second cooldown. Heat mode flamers add a .2/sec external heat penalty to the target 'Mech per flamer- again, the maximum additional heat penalty is equal to 1.5 heat/second. If a flamer is fired in damage mode, it's cooldown carries over to switching to damage. If a flamer is being fired in heat mode, it will begin a 2-second cooldown when the trigger is released.
3) Damage mode flamers cause an immediate 3 heat to the firer when triggered. Heat mode flamers cause a .3/sec INTERNAL heat penalty to the user as long as the weapon is being fired (meaning that yes, it stacks with external effects) per flamer.
Amusingly enough, the Hellbringer would be flamer (and Inferno) resistant under this system, giving it an interesting and useful quirk.
Far as Infernos go, you can actually manage to split the old and new rules for MWO- have one Inferno SRM hit apply .2 heat/sec external heat penalty as a "debuff stack" for 6 seconds, to a maximum of 1.5 heat/sec. (which it shares with flamers and map-based heat effects). Additional hits with Infernos reset the 6-second debuff.
Inferno-loaded 'Mechs would follow the -old- ammo explosion rules due to the volatile nature of the payload- high heat % triggering potential explosions and high odds for detonation when damaged, to reflect the risky nature of such weapons. It'd also mean an Inferno-packing 'Mech would be most vulnerable to it's own medicine.