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Flamer - Fix Them

Weapons

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#1 Rhent

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Posted 13 January 2015 - 08:02 AM

The flamer has been horribly broken for a very, very, very, very long time. Ridiculously broke. There is no word in the English language to state how broken flamers are. Perhaps some esoteric and deranged Medieval German author in the middle of the plague could have wrote a phrase to accurate describe the brokeness of the flamer in MWO, perhaps.

Here is one of many possible fixes:
1st. Treat the flamer as a beam weapon with a 0.5 second duration
2nd. The flamer does 2 damage
3rd. The flamer does heat by impacting heat dissipation:
  • Any mech hit for 0.1-.25 sec has a 2% decrease in heat dissipation for 2 secs
  • Any mech hit for .26-.50 sec has a 5% decrease in heat dissipation for 4 secs
  • Any mech firing a flamer has a 2% decrease in heat dissipation for 4 secs and generates 3 heat
  • Max heat dissipation heat cap is 50% on a mech. So if a mech had 11 flamers on it for the full duration it would still cap out at 50% not 55% decrease in heat dissipation.
4th. When the mech has the heat debuff on them, give the player some notice that they have a heat penalty icon so they know in advance if they fire it will generate more heat. Make the icon notice scale, so they have an idea how bad the penalty is.


What does this mean to game play? Flamers now have an actual use. The player using flamers will not be in a situation where firing a single flamer will overheat it and shut the players mech down while the target mechs just laugh them off. Massed flamers are now useful. Putting 5 tons into a flamer yields a 25% heat dissipation penalty and 10 damage a shot. If you want to play as a debuffer, you now can play as a debuffer.

MWO Team, do something on flamers, as they are now is an insult.

Edited by Rhent, 13 January 2015 - 08:05 AM.


#2 Ryokens leap

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Posted 13 January 2015 - 08:08 AM

Just get rid of them, there is no infantry in MWO. Or make them a napalm flamer that sprays the enemy and remains burning for a set amount of time. While we're on the subject, why does the Firestarter not have at least one fixed flamer?

Edited by Ryokens leap, 13 January 2015 - 08:11 AM.


#3 Rhent

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Posted 13 January 2015 - 08:16 AM

View PostRyokens leap, on 13 January 2015 - 08:08 AM, said:

Just get rid of them, there is no infantry in MWO. Or make them a napalm flamer that sprays the enemy and remains burning for a set amount of time. While we're on the subject, why does the Firestarter not have at least one fixed flamer?


Flamer had a range of 3 hexes, generated 3 heat 2 damage in Table Top. You know, what the game is based on. Flamers were used in the game, generally massed to be effective against mechs. If you were fighting someone who tended to use high heat builds, sending in a few flamer mechs would turn the tide in your favor. Remove them, no fix them.

#4 FupDup

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Posted 13 January 2015 - 09:49 AM

I'm just going to leave this here...



#5 nehebkau

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Posted 13 January 2015 - 10:04 AM

A flamer should generate as much heat as an MG.

#6 Ace Selin

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Posted 13 January 2015 - 10:09 AM

Flamers burn stuff so working as intended.

#7 Mardek

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Posted 13 January 2015 - 11:11 AM

My 2 cents to fix it (feel free to dis/agree)

Flamer: 0.8 DPS + 2 HPS(enemy mech) / 1.5 HPS(user mech) / no crit multiplier

MG: 1 DPS / high crit multiplier

in this case you got 2 weapons for 2 different purposes





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