Increasing the flamer heat delivery overall would seem open to abuse, and how much damage can a flamethrower powered by a 30 ton mech engine do to a 90 ton behemoth covered in thick armour plate?
Assume (Just for balance sake, it makes sense IRL also) that the mechs armour plating acts as a fairly effective heat sink, and a non concentrated heat blast would mostly diffuse and be inadequate. However if that armour had been stripped and internals were open then adjust the crit damage on specific items that would be susceptible to a flamer. ie. ammo, electronic modules like ecm, beagle etc... in addition make the heat delivery vs gained ratio from use higher when fired into a cavity like that, and perhaps offset by reducing heat if the area has armour( I know, it already does bugger all).
Boating is still a worry so maybe restrict the flamer to certain mechs/variants. This would effectively put a hard cap on the number you could "boat", removing that concern.
Raise damage to sensitive components to MG levels. Perhaps ammo slots even higher.
Keep the no boom rule(unless ammo related).
Make flaming armour useless.
Raise temp delivered on stripped engine slots a wee bit?
Restrict to certain variants to eliminate the boating concern. Adder for example, Firestarter etc.
I realize it wouldn't make the thing really useful vs the alternatives, but might make it more interesting. I don't think all of that together is scary enough for the devs to say "hell no". Please have a look and pick at it, lmk what could be abused.
A lot of that was already written in various posts all over the place, apologies if I'm being repetitive or it just wont work.
Edited by Tallnob, 04 April 2015 - 02:44 AM.













