Jump to content

A Place For Is Flamers?


23 replies to this topic

#1 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 21 January 2015 - 11:19 AM

Just a thought I was having, although I haven't tested it yet. So Clan mechs run a bit hot, especially true of the ever-present Crows and Timbers.

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 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 21 January 2015 - 11:22 AM

I have always joked that Flamers belong at a campfire making S'Mores.

#3 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 21 January 2015 - 11:31 AM

Mostly, yes. I really wish they'd reduce the heat generated to the user. As it is, if you use more than one, you're FAR more likely to overheat than your target.

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 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 22 January 2015 - 05:58 AM

Instead of asking for tweaks to the flamer, how about we start asking for Inferno rounds for our SRM launchers? That'd get the job done. I'd LOVE to see one of those ERPPC meta Thunderbolts overheat while on fire.

#5 Screech

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 2,290 posts

Posted 22 January 2015 - 09:33 AM

Per the town hall sounds like they will have a home when PvE rolls out. When they introduce soft targets that a flamer would actually work against.

#6 AlmightyAeng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,905 posts

Posted 22 January 2015 - 09:38 AM

View PostScreech, on 22 January 2015 - 09:33 AM, said:

Per the town hall sounds like they will have a home when PvE rolls out. When they introduce soft targets that a flamer would actually work against.


Once upon a carrot...*dangle dangle*

#7 Onmyoudo

    Member

  • PipPipPipPipPipPipPip
  • The Scythe
  • The Scythe
  • 955 posts

Posted 22 January 2015 - 10:20 AM

The place for IS Flamers is currently the bin.

#8 Joe Mallad

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,740 posts
  • LocationMichigan

Posted 22 January 2015 - 10:28 AM

Run a nova with 14 flamers lol. That's 9.8 damage a second and the enemy mech in the red on heat almost instantly lol.

Keep him hot and keep those 14 flamers on his legs and watch how fast you pop enemy mech legs ;)

#9 AlmightyAeng

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,905 posts

Posted 22 January 2015 - 10:30 AM

View PostYoseful Mallad, on 22 January 2015 - 10:28 AM, said:

Run a nova with 14 flamers lol. That's 9.8 damage a second and the enemy mech in the red on heat almost instantly lol.

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.

#10 Joe Mallad

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 3,740 posts
  • LocationMichigan

Posted 22 January 2015 - 10:43 AM

View PostGhost Badger, on 22 January 2015 - 10:30 AM, said:


Yes. Clanners. All of you. Please start running nothing but 14 flamer novas. Particularly in CW.
lol ;)

#11 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 22 January 2015 - 10:44 AM

View PostWillard Phule, on 22 January 2015 - 05:58 AM, said:

Instead of asking for tweaks to the flamer, how about we start asking for Inferno rounds for our SRM launchers? That'd get the job done. I'd LOVE to see one of those ERPPC meta Thunderbolts overheat while on fire.

Would be fun if your mech has SRM launchers. However, if you are running a....FIRESTARTER...that wouldn't help you much.

#12 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 22 January 2015 - 10:46 AM

View PostDawnstealer, on 21 January 2015 - 11:19 AM, said:

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?


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 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 22 January 2015 - 10:49 AM

View PostKoniving, 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 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 22 January 2015 - 10:54 AM

View PostDawnstealer, on 22 January 2015 - 10:49 AM, said:

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.

There's a reason I blow it on the assault.


(Love this one for the timing of the music).

Spoiler


It works damn well.

#15 Screech

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 2,290 posts

Posted 22 January 2015 - 01:45 PM

View PostGhost Badger, on 22 January 2015 - 09:38 AM, said:


Once upon a carrot...*dangle dangle*



I guess it might be the case but Russ seemed fairly easy in saying "no" to many other ideas that were brought up. But some folks need to hold on to grudges.

#16 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 22 January 2015 - 11:45 PM

PGI is very wary of stun lock mechanics, so the Flamer will remain the Lamer.

#17 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 23 January 2015 - 09:59 AM

The Perfect place for Flamers is, on someone else's Mech!

#18 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 23 January 2015 - 01:30 PM

View PostDavers, on 22 January 2015 - 11:45 PM, said:

PGI is very wary of stun lock mechanics, so the Flamer will remain the Lamer.

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 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 23 January 2015 - 01:41 PM

View PostDawnstealer, on 23 January 2015 - 01:30 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.

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 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 24 January 2015 - 05:57 AM

View PostDawnstealer, on 23 January 2015 - 01:30 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.

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. ;)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users