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Removing Adder Flamer And Mistlynx Cap Form Locked Equipment! Discussion!(Adr/flamer Confirmed!)

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#81 Mcgral18

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Posted 06 February 2015 - 05:36 PM

View PostDeathlike, on 06 February 2015 - 05:10 PM, said:


I've actually tried to kill crit mechs with the Flamer.

It's as ineffective as having less than 4MGs, and it does nothing in terms of being a backup option outside of heating up the mech.

I've never seen the most useless point of a hardlocked weapon like this... but the Adder has convinced me to this extreme.


It is a bad machine gun, but with a 52% crit chance VS 42%.


0.7 compared to 0.8 damage. They will eventually kill stuff because there's no CoF, and even bring stuff to 90% cap, after ~10 seconds. On a stationary target. Assuming neither of you move, or miss.


They are sad things.

#82 Andi Nagasia

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Posted 06 February 2015 - 06:26 PM

we can assume that at some point in time in the near Future PGI will rework the Flamer,
but as likely as that is, reworking Flamers is not a main Priority, right now the Adder needs help,
the KitFox can run 4Energy and 4MGs which is better than an Adder with 4Energy and 1Flamer,

unlocking the Flamer(which being an Energy weapon takes up a Energy slot) would help,
as no other Clan Light has a high mounted Energy, giving the Adder use as a ER-LL Sniper,
adding a Tag there would also help with LRM/SSRM builds, as well as Pure Energy builds,

there are literally Dozens of new builds that this would unlock, by Unlocking the Flamer,
just as Unlocking the MistLynxs CAP would unlock Dozens, due to more Weapons or Ammo,

#83 Andi Nagasia

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Posted 07 February 2015 - 07:49 PM

View PostJoseph Mallan, on 06 February 2015 - 02:12 AM, said:

Well since the flamer is not a Hard Point, would it give the Adder an extra ton to work with? No extra weapon just mass and crit?

View PostJoseph Mallan, on 06 February 2015 - 02:18 AM, said:

I disagree with one thing Widow. I do understand what a proper BattleTech heat scale would do to the game. And a hard 30
I don't argue that BUT it is not a Hard Point to be swapped it is hard wired.

its a half a Ton not a Full Ton, and yes it is fixed but its not that there isnt a hard-point there,
as the Flamer is an Energy weapon then it requires an energy slot to be mounted there,
so removing said Flamer would expose that hidden Energy hard-point,

think about it like this,
image your car has a Fuel Filter(all cars do), its attached some where between your Fuel Pump and Engine,
there are two Types= In-tank Fixed(Attached to Pump) and In-Line Inter-changable(Attached your your Fuel Lines),
you could remove the Fixed Pump Filter replace it with an easily inter-changeable Inline Fuel Filter,
that is what would basically be done here, just a slight modification and voila a new energy slot,

#84 RedDevil

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Posted 11 February 2015 - 11:07 AM

Probably already been stated many times, but I'd rather the flamer be updated a bit, and BAP do a bit more than it currently does.

Shouldn't BAP give 360 sensor coverage, and a short range through terrain scan? Then again, with LRMs being streak LRMs in this game, maybe short range, through terrain scan wouldn't be a great idea...

Edited by reddevil, 11 February 2015 - 11:07 AM.


#85 Brody319

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Posted 11 February 2015 - 11:10 AM

even if BAP were more useful, or the flamer was not garbage. I would still want to rip them out.

#86 LordKnightFandragon

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Posted 11 February 2015 - 11:12 AM

But the half ton saved from removing the flamer would make the adder OP!!!!! Its the only thing keeping that mech from being a destroyer of TDR9s.

#87 Andi Nagasia

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Posted 11 February 2015 - 11:22 AM

View Postreddevil, on 11 February 2015 - 11:07 AM, said:

Probably already been stated many times, but I'd rather the flamer be updated a bit, and BAP do a bit more than it currently does.

Shouldn't BAP give 360 sensor coverage, and a short range through terrain scan? Then again, with LRMs being streak LRMs in this game, maybe short range, through terrain scan wouldn't be a great idea...


i can understand that but even with the Flamer rework the adder is still second hand to the KitFox,
as the KitFox can do the Adders Job and more with +2Ballistics, +6JJ and or ECM,

also if the Flamer where unlocked than the adder could put an ER-LL there,
giving it something the KitFox will never have a high mounted Energy slot,
it would open up allot of build possibilities as well, mainly 5E and 1E4M,

the MistLynx also is out done by the KixFox as its only benefit is size and speed,
it cant run SRM builds too effectively because it cant carry enough ammo,
also CAP + ECM doesnt give enough of a bonus to be useful together,
a new build now possable, 1ER-ML, 2SRM6(20shots) + ECM,


also for those who are lore enthusiasts,
their was a way to remove a locked Flamer in TT,
it was an upgrade, i think it cost 1.5-2.5Million C-Bills,
which is why i added the Upgrade Option to the Topic,

#88 Lily from animove

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Posted 11 February 2015 - 12:46 PM

I take my adder over the kitfox at any day, I can put wepaons in th sidetorsi, while kfx is mostly arm dependend, and so it also has lower arm hardpoints. I think both mechs play different roles, kfx is for tool support, adder for firesupport.

#89 Andi Nagasia

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Posted 13 February 2015 - 01:40 PM

Twitter said:

Andrew Pappas@AndiNagasia Feb 11
@russ_bullock Russ Last TownHall i asked if their was any plans to unlock the ADR/MLX locked Flamer/CAP, Paul said maybe, your thoughts?

Russ Bullock@russ_bullock 26m26 minutes ago
@AndiNagasia I dont have anything yet - will be discussed now that we have IS phase 2 done

Russ has said "they dont have anything yet, but it will be discussed", thoughts?

#90 Deathlike

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Posted 13 February 2015 - 03:21 PM

View PostAndi Nagasia, on 13 February 2015 - 01:40 PM, said:

Russ has said "they dont have anything yet, but it will be discussed", thoughts?


All I can say that a ERLL + 4 CERMED would be the preferred build... but a high mounted TAG laser for LRM builds is an additional plus.

It's the mere difference between the Ice Ferret-Prime and the non-Ice Ferret-Prime variants that makes it ultra valuable.

#91 Soy

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Posted 14 February 2015 - 03:34 AM

View PostAndi Nagasia, on 13 February 2015 - 01:40 PM, said:

Russ has said "they dont have anything yet, but it will be discussed", thoughts?


The fact that the issue is even on the table is satisfying enough.

#92 Yosharian

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Posted 14 February 2015 - 03:36 AM

It beggars belief that this is even a discussion. Of course the hardlocked Flamer & Clan Active Probe should be removed. They are useless!

#93 Remarius

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Posted 14 February 2015 - 04:48 AM

View PostYosharian, on 14 February 2015 - 03:36 AM, said:

It beggars belief that this is even a discussion. Of course the hardlocked Flamer & Clan Active Probe should be removed. They are useless!


The cAP is anything but useless... the flamer however definitely can go.

Edited by Remarius, 14 February 2015 - 04:48 AM.


#94 Yosharian

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Posted 14 February 2015 - 06:35 AM

View PostRemarius, on 14 February 2015 - 04:48 AM, said:


The cAP is anything but useless... the flamer however definitely can go.

it's useless. It doesn't counter enemy ECM because any decent Lynx will carry its own ECM. The Lynx doesn't carry weapons which can make use of the extra sensor range. The faster info gathering is a very minor bonus.

Active Probe is primarily useful for its ability to deny enemy ECM.

#95 Andi Nagasia

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Posted 18 February 2015 - 11:09 AM

ive talked to many people on TS3,
most wouldnt mind the idea of removing these pieces of fixed equipment,
they also like the idea of another E for the Adder and another Ton for the MistLynx,
Few believe these changes will make ether broken or OP in any way,

#96 Soy

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Posted 18 February 2015 - 11:25 AM

For great justice...

Take off every zigcAP!


Edited by Soy, 18 February 2015 - 11:48 AM.


#97 Kassatsu

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Posted 18 February 2015 - 11:41 AM

How about we just remove the flamer from the game entirely.

#98 Andi Nagasia

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Posted 18 February 2015 - 11:47 AM

View PostKassatsu, on 18 February 2015 - 11:41 AM, said:

How about we just remove the flamer from the game entirely.

cant its here we are stuck with it, we just have to wait till they get around to fixing it,
that said, the Adder really need that high energy, imagine the builds you could make,

#99 Kassatsu

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Posted 18 February 2015 - 11:49 AM

View PostAndi Nagasia, on 18 February 2015 - 11:47 AM, said:

cant its here we are stuck with it, we just have to wait till they get around to fixing it,
that said, the Adder really need that high energy, imagine the builds you could make,


That will be never. They seriously might as well just take them out of the game until then due to how completely and utterly worthless they are. A single IS machine gun with a half ton of ammo, a medium laser or a tag will literally always be a better use of the exact same weight taken by a flamer.

#100 Andi Nagasia

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Posted 18 February 2015 - 11:59 AM

View PostKassatsu, on 18 February 2015 - 11:49 AM, said:

That will be never. They seriously might as well just take them out of the game until then due to how completely and utterly worthless they are. A single IS machine gun with a half ton of ammo, a medium laser or a tag will literally always be a better use of the exact same weight taken by a flamer.

True but there are some(Few) that swear by it, and that they see great use in the Flamer,
personally i cant see it, ive tried to use it and work with it but cant always find a ER-SL better,





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