Choppah, on 21 February 2015 - 01:33 PM, said:
4. These changes may necessitate the removal of increased crit chance, which I would be fine with, if only to have niche but usable weapon. However, if the changes above were not enough, I would love to see a armor debuff mechanic instead of crit chance. Example, 5% reduction in damage absorbed by armor per flamer, so 4 flamers after 1 second would reduce the effectiveness of armor by 20%. When the flamer stops firing, the debuff slowly wears off (10% a sec) capping out at 5 seconds max.
I was sort of following you, up until these points. In regards to point #3 . . . that is the biggest problem with the Flamer being a broken weapon in its current iteration. If you're going to mention TT numbers anywhere (which you did in point 2) then you need to acknowledge that flamers could do upwards of TWICE the heat damage as they generated heat for the user. If anything, flamers in MWO should retain a similar ratio to make them effective.
After all, unlike TT, getting within 90m to use them is no small task in MWO (especially since every other weapon in MWO has double range damage dropoff) . . . staying there to keep flamers on the target is another matter entirely. If it's a light or medium then it's going to be doing a drive-by burning . . . if it's a heavy or assault it is going to use the Flamers to diminish the damage-dealing potential of its target while the two duke it out.
As far as point #4, I'm not entirely against such a concept, but it'd be very convoluted and programming-heavy to implement. That is a bit detrimental to the concept, as it could cause performance issues. This is especially so because these debuff scripts you're talking about would need to be individualized for each component of each mech . . . and then tracked across all components of all mechs on the battlefield. That's a nightmare waiting to happen.
Besides, having a big armor debuff isn't really different from making Flamers a crit destroyer . . . now you're just making them an armor melter. Which, if you want to do that, then you should just up the base damage of the weapon. It's a simpler solution while not instituting performance-bogging scripts for debuffs into the game.
There have been many interesting ideas brought up in terms of making flamers interesting and useful. However, I very much side with Ambuscade that the changes and updates made to Flamers need to be simple, straight-forward, and maintaining the weapon's basic function as "point and spray". You also can't implement a bunch of scripting and programming heavy changes that are going to bog down performance. After all, just remember someone, somewhere will bring back the Flaming Hunchies and the 14 Flamer Nova Meltdowns. Not that I'm averse to this . . . but the data-heavy concepts that people are coming up with will cause problems for the game when those mechs come out to play.
























