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Everything Flamer

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#1 Bellum Dominum

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Posted 17 January 2015 - 11:01 PM

Okay Paul hasn't posted yet and his post very well might be about more than just discussing the flamers so I figured I'd start a thread about them. I know there are other threads but they are all either wanting flamers buffed or wanting them nerfed (albeit fewer are saying the later today).

Myself as far as damage, heat, range goes I'm fine with how they are today. If PGI decides to make them stronger then cool but I don't need or really want them to be any different than they are today.

Now as far as the annoying factor that the audio clip for the flamer doesn't cut out when the flamer is turned off (most of the time). That I'd love to see fixed. Main reason I'm not using them as much as I used to is because of this. I've gone back to using them a lot more often but can only handle a few drops with a flamer due to that audio bug.

So point of this thread:
To initiate a solid conversation about any possible changes before Dev resources are spent on the Flamer.

Everyone who cares about the flamer (there are plenty that find them a joke period and don't see why anyone would care) is invited to comment pro's or con's that they would like. All I ask is that you accompany it with some sort of evidence. Not just looking for opinions here.

Evidence: Video is best. Name of another forum thread (actual full name so it's easy for anyone to go to) that includes Video or say Dev comment that confirms your statement. Link to a reddit discussion that includes evidence to confirm.

#2 Bellum Dominum

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Posted 18 January 2015 - 12:15 PM

30+ Views and not one suggestion for a change. Neither buff nor nerf.

Well bumping this thread because if not a single person posts anything then I'd have to say apparently flamers are fine and PGI doesn't need to waste their time or resources on them. (short the audio clip bug).

#3 FupDup

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Posted 18 January 2015 - 12:19 PM

To add more fuel to the fire...



Pun intended. B)

#4 TimePeriod

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Posted 18 January 2015 - 12:22 PM

Yeah, Flamer is not going to work like it is now.

Its useless, I see maybe one every 3-4 weeks.

#5 FupDup

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Posted 18 January 2015 - 12:22 PM

View PostTimePeriod, on 18 January 2015 - 12:22 PM, said:

Yeah, Flamer is not going to work like it is now.

Its useless, I see maybe one every 3-4 weeks.

Most of which were probably mounted on (B)Adders, who don't have a choice in the matter...

#6 TimePeriod

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Posted 18 January 2015 - 12:27 PM

View PostFupDup, on 18 January 2015 - 12:22 PM, said:

Most of which were probably mounted on (B)Adders, who don't have a choice in the matter...


Now if we could get some inferno-fuel for it, that's another matter! Now it can really piss off the laser-vomit. Couple that with LRM-inferno LRMs and we are talking real pain here.

#7 FupDup

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Posted 18 January 2015 - 12:28 PM

View PostTimePeriod, on 18 January 2015 - 12:27 PM, said:

Now if we could get some inferno-fuel for it, that's another matter! Now it can really piss off the laser-vomit. Couple that with LRM-inferno LRMs and we are talking real pain here.

Flamers are supposed to be inferno-enabled by default...

#8 TimePeriod

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Posted 18 January 2015 - 12:29 PM

View PostFupDup, on 18 January 2015 - 12:28 PM, said:

Flamers are supposed to be inferno-enabled by default...


Yes yes, I know, we all have dreams... :mellow:

#9 Bellum Dominum

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Posted 18 January 2015 - 01:02 PM

Umm flamers are 'inferno' enabled. Like inferno's they add heat to your target. Not like TT where it can actually overheat a mech and 'stun lock' it, but they do add heat to mechs.

Now if you are talking napalm like such as the Inferno missiles well that is a different story...

@Timeperiod I use em. Spider, Kitfox, IceFerret... Flamers aren't an AC20. They take some finesse to use to effect and especially in the higher elo brackets. It's harder today to use them well because of all the streaks now in the game but they do work.

@Fupdup lol :)

Edited by Death Drow, 18 January 2015 - 01:05 PM.


#10 Inappropriate018

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Posted 18 January 2015 - 01:05 PM

1) I think a flamers ought to heat up an opposing mech more than my mech.

2) Keep the range, keep the damage as they are.

3) Allow me to heat up a mech past a certain threshold (I think you can't heat them past 90% now?)

I feel that in the middle of a brawl, if you overheat, you ought to be punished if your opposing mech has a flamer or two.

#11 zortesh

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Posted 18 January 2015 - 01:08 PM

flamers could be fixed by removing exponential heat gen(there so weak they don't need a nerf) and upping crit vs ammo.

That or if they reworked the heat system so being hot caused issues before the point of shutting down, movement penalties and such for running hot.

#12 Levi Porphyrogenitus

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Posted 18 January 2015 - 01:09 PM

I've said this before, and I'll say it again here:

Take inspiration from MechCommander Gold. Turn the Flamer into a short-ranged PPFLD energy option. Sure, it's pretty and all when you fire a continuous jet of flame at a target, but it does squat to what you shoot at and heats you up faster than it does the enemy. Much better to use the Flamer to fill a hole in the weapon roster.

In MCG, Flamers do a decent chunk of damage in a single impact. They have a low rate of fire, but they get you those solid hits that high DPS weapons like lasers and such cannot match.

For MWO, do something akin to this: 1 ton, 1 crit, 5s cooldown, 5 damage, 5 heat, 3 heat to the target, 90/180 range bracket.

The SL will be more weight efficient and longer ranged, the SPL will be longer-ranged and much faster firing, the ML will retain a huge range advantage, and the Flamer will actually have a purpose. cFlamers, being only half a ton, could see reduced rate of fire or something to compensate for their significant weight savings.

Edited by Levi Porphyrogenitus, 18 January 2015 - 01:10 PM.


#13 Bellum Dominum

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Posted 18 January 2015 - 01:10 PM

I like that flamers can't overheat a mech in this game, because it's a FPS and stun lock is just wrong in that environment.

Now up it to 95% sure I could see that and certainly it should not heat you up as fast as it does the target.

@Levi ...a valid option. Honestly not one I like but as far as a total rework at least you've based it off of something we've seen before.

Edited by Death Drow, 18 January 2015 - 01:13 PM.






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