Why Does Adder Get A Fixed Flamer?
#1
Posted 06 November 2014 - 12:57 AM
#2
Posted 06 November 2014 - 12:58 AM
#3
Posted 06 November 2014 - 01:03 AM
#4
Posted 06 November 2014 - 01:06 AM
What about fixed JJs on the Summoner and Nova?
#5
Posted 06 November 2014 - 01:13 AM
Seriously though, no, centre torso and head equipment does not have to be fixed unless the designers chose too, and they chose to with the Puma but not the Fenris. Not much else can be said.
#6
Posted 06 November 2014 - 01:20 AM
#7
Posted 06 November 2014 - 01:58 AM
Destoroyah, on 06 November 2014 - 01:03 AM, said:
But ONLY in the case of Clan mechs.
Lore doesn't work in the case of IS mechs. IS mechs have to be fully, 100% customizable. No fixed anything for them. They have to have the overall flexibility of an Omnimech to show that....er....wait.....oh, nevermind. I forgot. PGI is rewriting canon.
#8
Posted 06 November 2014 - 02:25 AM
Willard Phule, on 06 November 2014 - 01:58 AM, said:
But ONLY in the case of Clan mechs.
Lore doesn't work in the case of IS mechs. IS mechs have to be fully, 100% customizable. No fixed anything for them. They have to have the overall flexibility of an Omnimech to show that....er....wait.....oh, nevermind. I forgot. PGI is rewriting canon.
yes but how long did lore disable your mech when you customised it? how about lettign any change at a IS mech take, lets say 3-6 month? would like to knwo how often people are going customisation crazy then.
Lore is: rarely some IS emchs were customised, and if, superexpensive, super faulty super long refitting times.
Edited by Lily from animove, 06 November 2014 - 02:25 AM.
#9
Posted 06 November 2014 - 02:29 AM
BTW, I still think Clan mechs are OP compared against even IS mechs with quirks. Quirks were never to make them Clan level of greatness, but to make them competitive with the 5 or so "good" IS mechs that were in the game. The Clans are still better if you ask me.
#10
Posted 06 November 2014 - 02:37 AM
#12
Posted 06 November 2014 - 02:48 AM
Tarogato, on 06 November 2014 - 02:37 AM, said:
Forget about whether it's fixed or removable... just buff flamers so that they're actually worth taking. It's such a neat weapon but its numbers are just so weak and ineffective right now. Let that thing deal some heat, man, and give it increased effectiveness against open internals.
I agree.
They got MG's working so you actually see people using them, but they have to be boated to make that work.
To me the Flamer needs to do more than just raise the heat level of your enemy. I think the Flamers should be able to set the enemy on fire when they reach 90% heat scale. If you hit an enemy who is already above 90%, then your done. Instant fire state.
Being on fire should do damage over time, perhaps 20 seconds or so. That way a light with a flamer could wait for an enemy to get really hot, dash in, hose him down with barely any flame at all to get him on fire, then run off again to wait for the damage to do it's thing.
Another possible buff to the Flamer would be to make it act similar to being NARC'ed. If you get set on fire, you show up on radar even through cover just like being NARC'ed does, or to be specific it makes it take longer to drop off radar when you move out of sight, but you're also on fire. Normally it takes 2 seconds for you to drop off enemy radar. When you are on fire it should take 5 or more seconds to drop off radar. Or it could be just like NARC. That could work.
Edited by Hans Von Lohman, 06 November 2014 - 03:04 AM.
#13
Posted 06 November 2014 - 02:51 AM
Captain Stiffy, on 06 November 2014 - 02:47 AM, said:
Is that why there's no firestarter with flamer perks?
If the Flamer had some actual benefits for the game, I would be OK with giving the Firestarter some flamer quirks.
It is actual lore that you cannot take out the Flamer from the Adder. Here, the main reason isn't because the flamer is good, but because PGI is using anything possible to help nerf down the Clan mechs. Here, the lore worked for them, so they took it.
#14
Posted 06 November 2014 - 02:56 AM
Hans Von Lohman, on 06 November 2014 - 02:48 AM, said:
Oh yeah, and buff the flamer so it's not useless if you only equip one. Give diminishing returns so that 1 is great, 2 is better, 3 is better, but the more you stack it isn't OP. And not via ghost heat, oh gawd please thnx
Edited by Tarogato, 06 November 2014 - 02:58 AM.
#15
Posted 06 November 2014 - 03:20 AM
Even if they removed it and removed the HP to go with it, it would be a buff.
Please remove this fixed flamer.
Thanks.
#16
Posted 06 November 2014 - 03:35 AM
Lily from animove, on 06 November 2014 - 02:25 AM, said:
yes but how long did lore disable your mech when you customised it? how about lettign any change at a IS mech take, lets say 3-6 month? would like to knwo how often people are going customisation crazy then.
Lore is: rarely some IS emchs were customised, and if, superexpensive, super faulty super long refitting times.
Lore is: Omnimechs are an improvement over Battlemechs because they can be QUICKLY customized to handle any situation. That means putting ECM and Jump Jets into "pod space" if you feel like it.
Unfortunately, this iteration of the Mechwarrior series is being written by people who have a different vision of the game than I do. That means that IS mechs are actually more customizable than Omnis. Go figure.
Edited by Marvyn Dodgers, 06 November 2014 - 04:26 PM.
Insult
#18
Posted 06 November 2014 - 03:55 AM
Tarogato, on 06 November 2014 - 02:37 AM, said:
just make flamers to produce no heat like MG's. Their damage is lauhghable low yet they generate heat lik a baws.
Edited by Lily from animove, 06 November 2014 - 03:57 AM.
#19
Posted 06 November 2014 - 04:10 AM
#20
Posted 06 November 2014 - 04:15 AM
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