Only viable use is for blinding and heat, as part of a team's strategy. Even if the team is a pug.
I ran one of very very few grouped matches with my brother, in what was then the trial spider (we both ran it) with flamer arms(stock trials....yeah thats a while ago now)
basically, as this was a pug match(before group/solo cues) we stuck together. Most memorable was on forest colony. We ran out ahead of our fuzzball, basically painting targets for utter destruction by locating the fringe enemy mechs or loners. Then, we circled with blinding overheating flames, cutting an enemy out of the pack, and our doomsquad would be around shortly to focus down the enemy that basically couldnt return fire or even see where to do so. At the cost of two spiders from our pug teams roster. We singled out 7 mechs this way, catching them from behind, basically the lighter scouts first, then the LRM boats, and by that point the enemy was pretty outnumbered and we just picked whatever looked most dangerous to remove from battle.
We did this for a few matches because it was hilarious, yet oddly effective.
I can not imagine it being AS effective in solo cue now, as the odds of dropping with another one( I dont think a solo harrasser could pull it off) would be next to nil, and group cue focus fire and laser metas etc of the current game I just dont see anything outside of "camp, focus your 50 point laser alpha" being effective more than once in a blue moon. it could still potentially work if someone is dedictated and learns the little movment and target selection nuances required.
In general, flamers, along with most all other weapons, I default to "Mech warrior 3 got it right, just copy them". Some tweaks to numbers would obviously be needed because of the way mechs are built etc in MWO, but function wise, MW3 did pretty much everything right IMO for a battletech game. (off topic, DEM PULSE LASERS hrhrhrghgrhgrhgrhg)
Edited by Eldagore, 19 March 2015 - 08:05 PM.