#1
Posted 30 December 2014 - 10:55 PM
I don't know what's hard about changing a few numbers and doing some trail and error, but this equipment right here needs buffs.
The Flamer doesn't need a complete overhaul. doubling (or somewhere around double) the heat generated on the enemy Mech and keeping everything as it is would be a good start.
Maybe this way, we will actually see Firestarters running with flamers.
Firestarters using Flamers? what sorcery is this?
#2
Posted 30 December 2014 - 10:59 PM
#3
Posted 30 December 2014 - 11:01 PM
#4
Posted 30 December 2014 - 11:01 PM
That or at least reduce the cap on it, because you start off with very little heat, and end up with 4-6x (maybe even higher) heat after a short period.
#5
Posted 30 December 2014 - 11:06 PM
#6
Posted 30 December 2014 - 11:11 PM
Why bring something that essentially does more harm to your own mech than the enemy??
#7
Posted 30 December 2014 - 11:14 PM
No cooldown (constant fire).
I can see why they're not balanced well already.
Damage
Negligible heat on enemy
Don't see why that can't be changed to do some more damage and still be negligible heat enemy heat wise.
Edited by Xetelian, 30 December 2014 - 11:15 PM.
#8
Posted 30 December 2014 - 11:17 PM
#9
Posted 30 December 2014 - 11:50 PM
Make them do higher DPS, but at the cost of heat (unlike MGs which are heatless) and scrap the heat increase on enemy mechs because it's dumb, and hard to balance and prevents flamers from doing any kind of damage.
#10
Posted 31 December 2014 - 12:04 AM
enemy mechs experience 1 heat per second if unarmored and 0.5 heat if armored.
#11
Posted 31 December 2014 - 12:13 AM
Brody319, on 31 December 2014 - 12:04 AM, said:
enemy mechs experience 1 heat per second if unarmored and 0.5 heat if armored.
So assuming an enemy is using the same amount and type of heat sinks as your Mech and is just standing there doing nothing (fully armored), and you spat fire balls at him, that means the enemy Mech's heat level would be at 50 the moment you overheat? Shouldn't it be the other way around?
#12
Posted 31 December 2014 - 12:14 AM
#13
Posted 31 December 2014 - 12:36 AM
Xetelian, on 30 December 2014 - 11:14 PM, said:
No cooldown (constant fire).
I can see why they're not balanced well already.
Damage
Negligible heat on enemy
Don't see why that can't be changed to do some more damage and still be negligible heat enemy heat wise.
#1 Flamers do damage::
I miss read your post when I started this response as reading 'no damage'. My bad. I think it's still a good video to demonstrate one way to use flamers on a mech to very solid effect. It's a trick that is well known in the community by now.
#2 Come with me to a private match some time and I'll show you how that negligible heat makes a difference. Altho I'm not exactly crazy about the current amount it does and that it won't put a mech over a certain amount. Maybe up that amount a couple of percentages.
#3 I started using the Flamer as nothing else than a way to blind Atlas's, or any other mech I'm fighting, and mess up their heat a tad in my Spider 5D along with a Lrg Pulse Laser. I still run that build from time to time but it's much harder to do today with the way bap works now and all the streaks.
#4 I'd much rather see them tweak the heat caused up (maybe just the rate of increase even if not up the top it'll go to) and heat dissipation effected on the mech using a flamer down some than add any more damage to them. I used them back at 60 range all the time and when I saw they got buffed I about $#!^ myself.
I can't really comment on if they are still solidly usable the way I used to use them today as I've not ran my lights, especially my Spider, very much lately. Embarrassed Drow is Embarrassed.
Edited by Death Drow, 31 December 2014 - 12:49 AM.
#14
Posted 31 December 2014 - 12:39 AM
#15
Posted 31 December 2014 - 12:42 AM
#16
Posted 31 December 2014 - 12:46 AM
Edit: I got it! I know why its in game in this state! Its here, so the Adder pilots could feel miserable!
Edited by MikeBend, 31 December 2014 - 12:48 AM.
#17
Posted 31 December 2014 - 12:51 AM
kapusta11, on 31 December 2014 - 12:39 AM, said:
Flamers can hit critical slots just like any other weapons. Unless this has been nerfed at some point and I missed those patch notes.
Edited by Death Drow, 31 December 2014 - 12:51 AM.
#18
Posted 31 December 2014 - 01:18 AM
kapusta11, on 31 December 2014 - 12:39 AM, said:
Like I said, doubling the heat generated on the enemy Mech would be a start.
The range could also be buffed up to 150m? The damage can stay. I've almost killed a Battlemaster a couple of months ago in Frozen with my Nona-Flamer Hunchy. (His CT was red, and I was the only one doing damage on him)
#19
Posted 31 December 2014 - 01:23 AM
Death Drow, on 31 December 2014 - 12:36 AM, said:
#1 Flamers do damage::
I miss read your post when I started this response as reading 'no damage'. My bad. I think it's still a good video to demonstrate one way to use flamers on a mech to very solid effect. It's a trick that is well known in the community by now.
#2 Come with me to a private match some time and I'll show you how that negligible heat makes a difference. Altho I'm not exactly crazy about the current amount it does and that it won't put a mech over a certain amount. Maybe up that amount a couple of percentages.
#3 I started using the Flamer as nothing else than a way to blind Atlas's, or any other mech I'm fighting, and mess up their heat a tad in my Spider 5D along with a Lrg Pulse Laser. I still run that build from time to time but it's much harder to do today with the way bap works now and all the streaks.
#4 I'd much rather see them tweak the heat caused up (maybe just the rate of increase even if not up the top it'll go to) and heat dissipation effected on the mech using a flamer down some than add any more damage to them. I used them back at 60 range all the time and when I saw they got buffed I about $#!^ myself.
I can't really comment on if they are still solidly usable the way I used to use them today as I've not ran my lights, especially my Spider, very much lately. Embarrassed Drow is Embarrassed.
I never knew the fire made by the Flamers were this pretty.
Not sure what you were testing there, but I notice that if you alpha strike multiple flamers, the time between where no heat is generated and where heat is generated is shorter compared to when using only one Flamer. There's shorter time the more Flamers you use.
#20
Posted 31 December 2014 - 01:25 AM
Oh and I originally made the video just last night after trying to help some people out on TS in regards to the flamer that was not going well. So I made the video to demonstrate what I was trying to say. Used it in this thread to show that flamers do do damage as well as to share the 'trick' with any newer players that might not be aware of it.
Edited by Death Drow, 31 December 2014 - 01:27 AM.
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