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Anybody Else Really Wish Flamers Were More Worthwhile?


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#101 FupDup

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Posted 10 December 2014 - 04:22 PM

View PostDavers, on 10 December 2014 - 04:21 PM, said:

Sorta.

Even in TT Machine guns are pretty much immune to ammo depletion. They have something like 200 rounds worth of ammo, making them the most damaging substance in all of BT when they explode. Since you would NEVER USE 200 rounds of ammo in even 4-5 matches, jettisoning machine gun ammo turn one is a common tactic as it is far more dangerous to you than your opponent.

Even so, machine guns are now useful vs mechs, while flamers are still not.

The way to get around the MG ammo issue was to boat a crapton of MGs. :P Go go Piranha mech!

Also storing that ammo in the head reduced the likelihood of it getting hit (headshots were statistically less likely than other body parts getting shot).

Edited by FupDup, 10 December 2014 - 04:23 PM.


#102 Davers

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Posted 10 December 2014 - 04:26 PM

View PostFupDup, on 10 December 2014 - 04:22 PM, said:

The way to get around the MG ammo issue was to boat a crapton of MGs. :P Go go Piranha mech!

Also storing that ammo in the head reduced the likelihood of it getting hit (headshots were statistically less likely than other body parts getting shot).


That is why even a slight bit of customizing can drastically change a mech's performance. Imagine all those 50 ton mechs with 3 points of rear armour protecting their ammo, putting the ammo in the head or legs. It would be like a totally different mech.

#103 FupDup

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Posted 10 December 2014 - 04:30 PM

View PostDavers, on 10 December 2014 - 04:26 PM, said:


That is why even a slight bit of customizing can drastically change a mech's performance. Imagine all those 50 ton mechs with 3 points of rear armour protecting their ammo, putting the ammo in the head or legs. It would be like a totally different mech.

Or imagine those 95 ton assault mechs with the speed of a heavy mech, armor of an Atlas, and a quartet of Clan ERPPCs while running fully heat neutral. Oh wait, they already turned that into a stock mech... :lol:

Edited by FupDup, 10 December 2014 - 04:30 PM.


#104 The Flying Gecko

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Posted 10 December 2014 - 04:40 PM

View PostEd Steele, on 10 December 2014 - 11:51 AM, said:

PGI intentionally limited the flamers so that they could not cause a mech to heat up enough to shut down on their own. This was a good idea, otherwise you could "stunlock" mechs using flamers.


I'd just make it so that Flamers don't increase the heat on a mech that's shut down (or at least drastically reduce). Stun-lock problem fixed.

#105 NocturnalBeast

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Posted 10 December 2014 - 05:05 PM

View PostThe Flying Gecko, on 10 December 2014 - 04:40 PM, said:


I'd just make it so that Flamers don't increase the heat on a mech that's shut down (or at least drastically reduce). Stun-lock problem fixed.


Yes, but it is still a "stunlock" if the mech is overheated again as soon as it powers back up.

Edited by Ed Steele, 10 December 2014 - 05:06 PM.


#106 pwnface

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Posted 10 December 2014 - 05:20 PM

90% heat cap is an acceptable solution. The issue is you get your own mech to 90% faster than you can get any enemy mech to 90%.

#107 Rhialto

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Posted 11 December 2014 - 09:32 AM

View Postpwnface, on 10 December 2014 - 05:20 PM, said:

90% heat cap is an acceptable solution.

Not in my book.. with such a high cap no way he can defense because can't fire anything without instant overheat.

I vote for 65 so at least there a possible exit if it's 1 vs 1.

#108 Firelizard

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Posted 11 December 2014 - 10:28 AM

What if, instead of causing heat buildup, flamers instead just raised the 'heat floor' of the firing mech and target? Kind of like what hot environments already do?

Per TT with optional rules, you build 3 heat per flamer fired, while the target builds 2. So, say, each flamer you're shooting increases your heat-floor by 3 points, and when you hit the target each flamer increases their heat-floor by 2. Keep the same 90% max flamer effect on the target to prevent packs from stunlocking a target.

Set as such, you could use flamers to 'debuff' a target, AND use them as weapons as you could lay them on continuously without killing yourself. You'd just have to bleed the heat off from the heat-floor change after you were done firing them.

#109 Shiroi Tsuki

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Posted 25 December 2014 - 08:18 AM

View PostSethliopod, on 10 December 2014 - 09:36 AM, said:

I think you'ld have a harder time finding someone who doesn't think they need help. Probably just a low priority.

The Flamers are only a little under powered and was somewhat a viable weapon to some extent (Had at least one in all of my Mechs), but then the Madcats came and never overheated





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