A Flamer won't directly apply heat to a mech, but instead act as a heat multiplier for weapons that are being fired by the target mech. Possible multipler to movement as well, but it would be low.
Reason: If a mech is shuts down due to a Flamer, it can still cool and start back up (since it isn't firing any weapons). Mechs can't be heat locked and therefore disabled and torn apart without being able to start back up.
The multiplier is determined by whether the Flamer is striking an armored section or a cored section. If a mech is fully armored, the heat multiplier will be very low (maybe non-existent).
Reason: Armor is a natural protectant and keeps the heat at bay. Exposed internals lose that protection and become more vulnerable. This also may deter 9 Flamer Swaybacks because their affect on a healthy mech is minimal (also see multiplier cap later).
Exposed internals will suffer damage (but only exposed internals). Damage and crit seeking maybe similar to MGs). It could be overpowering, so maybe half the damage of a MG and half crit seek. Remember, the mech may shut down and not move. Until he can power up, he is a sitting duck. It wouldn't be hard to tear him apart.
Reason: Flamer does take up an energy spot, it should do some damage and since it affect mostly exposed internals, some crit seeking would be nice.
The Multiplier to weapon heat would need to be possibly capped. Boating could be an issue, so capping the multiplier at 2 Flamers might be a good idea.
Reason: To limit boating abuse.
The multiplier values in this is the tricky part. It would take some experimenting. Maybe...
1 Flamer: Armored Location: Receives a 3% boost to weapon heat when fired.
2 Flamer: Armores Location: Recieves a 6% boost to weapon heat when fired.
1 Flamer: Cored Location: Recieves a 10% boost to weapon heat when fired.
2 Flamer: Cored Location: Recieves a 20% boost to weapon heat when fired.
Movement may see additional heat as well, but If a mech generates 10% while walking, may jump to 15% or so if he is cored.
Alternatly, I could see also removing the 2 Flamer cap, but have diminishing returns as the Flamer count goes up. Something like (exposed internals)...
- 1 Flamer: 10%
- 2 Flamers: 15%
- 3 Flamers: 17%
- 4 Flamers: 19%
- etc...
Exact values are just guesses off the top of my head. They would probably need to be tweaked. This is more of the idea of...
- Applying heat only when weapons are fired to prevent a mech from being permanently shut down.
- Making Flamers more dangerous to damaged mechs (without armor) because exposed internals makes sense to take more damage or heat (not armor protection), plus makes big Flamer only builds not terribly effective (at least early game)
- Flamer unable to cause damage to armor and applies very little heat when armor is present, but does damage, crit seeking, and heat to cored locations. Makes all Flamer builds impractical but gives enough benefit to take one or two flamers.
WHat do you guys think?