A Place For Is Flamers?
#1
Posted 21 January 2015 - 11:19 AM
Would a few mechs with a large number of Flamers help? Toast them up real good?
I mean, the downsides are obvious: flamers generate more heat for the user than the target, they don't do a lot of damage, etc. However, they DO overheat a target mech, and a few specialists heating up a line of attackers while the bigger mechs hit them from range, might be a viable tactic.
Thoughts?
#2
Posted 21 January 2015 - 11:22 AM
#3
Posted 21 January 2015 - 11:31 AM
I've used them in PUG drops with varied success, but I'm imagining smaller harassers, like Jenners or Firestarters (gasp!) with two or more, burning up a line of advancing Crows. While they wouldn't be able to stay there too long, they might survive by blinding the mechs and allowing teammates some good shots on shut down mechs.
#4
Posted 22 January 2015 - 05:58 AM
#5
Posted 22 January 2015 - 09:33 AM
#7
Posted 22 January 2015 - 10:20 AM
#8
Posted 22 January 2015 - 10:28 AM
Keep him hot and keep those 14 flamers on his legs and watch how fast you pop enemy mech legs
#9
Posted 22 January 2015 - 10:30 AM
Yoseful Mallad, on 22 January 2015 - 10:28 AM, said:
Keep him hot and keep those 14 flamers on his legs and watch how fast you pop enemy mech legs
Yes. Clanners. All of you. Please start running nothing but 14 flamer novas. Particularly in CW.
#11
Posted 22 January 2015 - 10:44 AM
Willard Phule, on 22 January 2015 - 05:58 AM, said:
Would be fun if your mech has SRM launchers. However, if you are running a....FIRESTARTER...that wouldn't help you much.
#12
Posted 22 January 2015 - 10:46 AM
Dawnstealer, on 21 January 2015 - 11:19 AM, said:
Thoughts?
I'll take the Flamer Stalker out for a trip and let you know. I've seen mechs shutdown with the occasional joke flamer, but I don't think there's enough there to really push them enough to make it truly viable.
#13
Posted 22 January 2015 - 10:49 AM
Koniving, on 22 January 2015 - 10:46 AM, said:
I'll take the Flamer Stalker out for a trip and let you know. I've seen mechs shutdown with the occasional joke flamer, but I don't think there's enough there to really push them enough to make it truly viable.
Yeah, Kon - I've done the same, but not in CW. I had a Locust that I threw two flamers on as a joke, but it turned out to be fairly effective. That was in PUG (non-CW) drops, though. I could see a 4-flamer/2ML Locust being able to zip in, overheat an enemy, and leave them vulnerable to counterfire.
I'm not sure I'd blow an Assault on this idea, but a Light? Could be an interesting tactic. Especially if you get more than one on a target.
#14
Posted 22 January 2015 - 10:54 AM
Dawnstealer, on 22 January 2015 - 10:49 AM, said:
There's a reason I blow it on the assault.
(Love this one for the timing of the music).
It works damn well.
#16
Posted 22 January 2015 - 11:45 PM
#17
Posted 23 January 2015 - 09:59 AM
#18
Posted 23 January 2015 - 01:30 PM
Davers, on 22 January 2015 - 11:45 PM, said:
Agreed with that, at least. A flamer shouldn't shut a mech down all by itself, so I'm fine with the "95% heat cap" or whatever it is on what you can inflict on another mech.
...BUT
But flamers shouldn't GENERATE much heat. That's the part I have a problem with. If I have a four-Flamer mech and go up and start spraying an enemy, I'll overheat LONG before they do. That's dumb.
#19
Posted 23 January 2015 - 01:41 PM
Dawnstealer, on 23 January 2015 - 01:30 PM, said:
...BUT
But flamers shouldn't GENERATE much heat. That's the part I have a problem with. If I have a four-Flamer mech and go up and start spraying an enemy, I'll overheat LONG before they do. That's dumb.
But then you give people the ability to keep enemy mechs at 90% for as long as they want. I'm not against flamers being useful- I was one of the people who argued in favor of machine guns when others flatly stated that they should remain completely useless crap because they weren't 'real anti-mech weapons'. I am just trying to imagine the gameplay that would follow such a big change. What I am picturing is each team having a squad of light flamer mechs each trying to shut down an opposing lance while everyone is focusing fire on the poor overheating ********. Pros: Sounds like a lot of brawling. Cons: No one will want to use any high heat energy weapons or pure energy builds, so it will be all about ballistics. Some might like this approach, but it would really limit a lot of viable mechs.
#20
Posted 24 January 2015 - 05:57 AM
Dawnstealer, on 23 January 2015 - 01:30 PM, said:
...BUT
But flamers shouldn't GENERATE much heat. That's the part I have a problem with. If I have a four-Flamer mech and go up and start spraying an enemy, I'll overheat LONG before they do. That's dumb.
You are allowing the heat from your own engine to be pumped through your Mech to the flamers nozzle and you don't think you should get warm?
Now TT changed the rules for a Flamer in the latest iteration. You still create 3 heat but can generate 1d6 heat on the enemy. Yes you can still inflict less heat to the enemy but you can also inflict double heat to them. Better than the rule set PGI is using now.
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