#1
Posted 04 November 2014 - 08:06 PM
Even some more generic heat generation quirks across some of the variants would have done a great deal for this. For example, it would have been nice to see heat generation as a quirk for the FS9-K instead of just SL/Energy range.
I know this is a first quirk pass, and we'll be seeing changes in the future, so I'll keep my fingers crossed, mainly due to the fact that it's been apparently said by Russ that Flamers will not be seeing (sadly) their re-engineering until after CW Phase II releases.
Oh well . . . in the meantime I shall continue to push forward, using the under-loved weapon that I cherish so much. Hopefully one day they'll be a formidable piece of support equipment.
#2
Posted 04 November 2014 - 10:39 PM
Flamers don't make mechs competitive.
#3
Posted 04 November 2014 - 10:40 PM
#4
Posted 04 November 2014 - 11:15 PM
ShinVector, on 04 November 2014 - 10:39 PM, said:
Flamers don't make mechs competitive.
That's one reason why I mention the fact that I am hoping that they'll receive another pass after Flamers are re-engineered. That is slated to happen after CW Phase II is released (which, from the Dev Vlog, is coming along nicely).
On the other hand, that's also why I mention that some more generic heat generation quirks across the board would have helped with this. For example, the Firestarter K (using it since it only has one quirk) only has 15% generic energy range and small laser range, each. If that had been changed to small laser heat gen and generic heat gen, then at least flamers would be a bit more viable on the variant.
It'd at least be some more of a lore based nod at the purpose of the Firestarter chassis.
#5
Posted 04 November 2014 - 11:54 PM
Sereglach, on 04 November 2014 - 11:15 PM, said:
Why must it be limited to FireStarters ?
Why must Flamers be limited to cause 90% heat and itself have ghost heat ?
Just stating that you might be barking up the wrong tree. Some weapons (especially weak ones) had been over nerfed in a strange way by Mr. P.
Edited by ShinVector, 04 November 2014 - 11:55 PM.
#6
Posted 05 November 2014 - 08:03 AM
ShinVector, on 04 November 2014 - 11:54 PM, said:
Why must Flamers be limited to cause 90% heat and itself have ghost heat ?
Just stating that you might be barking up the wrong tree. Some weapons (especially weak ones) had been over nerfed in a strange way by Mr. P.
Well, for one, to quote myself:
Quote
and . . .
Quote
So, that being said, I never isolated my statements exclusively to Firestarters, although admittedly they are the primary focus. Also, I realize that the Flamer has been horribly mauled by the Nerf Bat way back in the day, and attempts to re-engineer it haven't gone over so well (just read the article in my signature . . . even if it's old, it still very much applies). That's why I explicitly state that I hope we'll see some Flamer quirks show up after the weapon receives the love it deserves by the engineering department.
When that happens, I would LOVE to see flamer quirks across several variants that use Flamers in stock loadouts. The Blackjack 1X is a prime example along with the Thunderbolt 9S, which both use multiple flamers, and there are several others that only use one flamer (but some of those are light mechs, so the minimal payload is not surprising).
#7
Posted 14 December 2014 - 04:43 PM
Flamer stats in words:
- extremely short range
- low damage
- some heat for the enemy but it's not possible to force him to overheat
- much more heat for yourself, no matter how many heat sinks you equip
- the flamestream blocking your view makes it impossible to try to hit the head even at the very close range you can use it
To put it another way... introducing flamer quirks to the Firestarter will NOT unbalance anything at all (even if they get +10 % range, and +10% damage and -10 % heat !). So... why not give this mech some quirks that fit it's design ?
#8
Posted 14 December 2014 - 05:17 PM
First make them useful, then figure out what little bonuses to give the FS that have them in stock loadouts.
#9
Posted 29 January 2015 - 12:16 AM
I think in order to attempt to balance out flamers and make them a more attractive alternate to your standard med laser or close quarters small pulse laser is PGI might try giving flamers double their range past optimal like most weapons making them not quite so...suicidal. I'm a bit unsure how longer the flames would look graphicly, but im sure everyone would love waving them around
That is my veiw on flamers at the moment and I hope some change can come to both flamers and the firestarter's quirks to help make flamers a bit more balanced
#10
Posted 29 January 2015 - 12:27 AM
1. 100% more range.
2. 0 heat. Z.E.R.O.
3. 200% more blinding effect.
#11
Posted 29 January 2015 - 12:49 AM
ShinVector, on 04 November 2014 - 10:39 PM, said:
Flamers don't make mechs competitive.
True. However, it is also about diversity and fun. Would you like that all is about an ultra Alphas and heat/CD reduction quirks?
#12
Posted 29 January 2015 - 01:11 AM
Bush Hopper, on 29 January 2015 - 12:49 AM, said:
True. However, it is also about diversity and fun. Would you like that all is about an ultra Alphas and heat/CD reduction quirks?
They should remove ghost heat on flamers. It weak can't make a mech overheat more than 90% but yet still has ghost heat.. Bleah !
I would be happy with them fixing hit registration.
#13
Posted 29 January 2015 - 02:02 AM
#14
Posted 29 January 2015 - 06:08 AM
Giving mechs quirks for garbage weapons, leads to garbage mechs.
PGI would first need to re-design flamers to not be terrible before they could give any mech quirks based on them.
#15
Posted 29 January 2015 - 08:28 PM
The bigger concern that has been dominating this topic has not been "should the firestarter get quirks" but "how can flamers be changed to make them more "balanced" or "viable" as a weapon".
Unless I hear of an upcoming change, I will try to do the best I can to voice a question in the next town hall meeting with Russ. I think this may be the best way for our concerns over flamers and the querks for firestarters to be heard atm. That is...unless they stumble upon this form topic. If any of you here can make it to the next town hall meeting, I invite you to join the meeting too in hopes of getting an answer to our questions regarding the issue.
#16
Posted 29 January 2015 - 08:42 PM
#17
Posted 29 January 2015 - 08:42 PM
#18
Posted 29 January 2015 - 08:52 PM
Flamer: 5 damage, 5 heat, 90/180m range, 5s cooldown, 3 heat to the target on hit.
#19
Posted 29 January 2015 - 09:25 PM
Brody319, on 29 January 2015 - 08:42 PM, said:
Levi Porphyrogenitus, on 29 January 2015 - 08:52 PM, said:
Why not do both?
Also, slapping on some quirks would probably be the easy part. Just give it at least a 10%-15% range boost and some extra heat generation bonus for flamers and your set. Redesigning and balancing out flamers would most likey take most time to figure out and integrate into the game. Flamers have a very odd mechanic with their exponential heat gain. I agree that the sooner flamers get reworked the better, though im not sure what their ETA on it would be and how much of a priority it is on PGI's todo list. These are questions I hope to get answered in the next town hall meeting and I think I think it might be good to brainstorm a few ideas on how to actually go about changing flamers in a way that will work and stay true to the nature of the weapon
Levi Porphyrogenitus, on 29 January 2015 - 08:52 PM, said:
Also, I don't think giving flamers a cooldown is a good idea. I mean, continually spitting flames onto your screaming foe while laughing maniaclly is half the fun! Like I have stated before, I look at flamers as the energy version of the machinegun. Continueous fire is one of the defining traits of what a flamer is, do you not agree?
#20
Posted 29 January 2015 - 11:19 PM
Ultimatum X, on 29 January 2015 - 06:08 AM, said:
Giving mechs quirks for garbage weapons, leads to garbage mechs.
PGI would first need to re-design flamers to not be terrible before they could give any mech quirks based on them.
Levi Porphyrogenitus, on 29 January 2015 - 08:52 PM, said:
Flamer: 5 damage, 5 heat, 90/180m range, 5s cooldown, 3 heat to the target on hit.
The fact flamers suck is not a reason to not give already teir one mechs flamer quirks for a joke, certainly its no worse then no quirks, get a sense of humor, give the ember flamer quirks.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

























