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To Flamer Or Not To Flamer? (Nova 12 Flamer Build)

BattleMechs General Weapons

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#21 Joseph Mallan

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Posted 19 March 2015 - 02:49 AM

View PostVassago Rain, on 19 March 2015 - 01:04 AM, said:

Flamers are useless. Anyone who tells you otherwise is playing a cruel joke on you.

As usual Vass is only half right. On their own Flamers are Useless. But the heat and the blinding leave the target vulnerable to a team mate. We did this once. Had a Flamer stalker with 6 flamers. He blinded the enemy and I crushed them with ease.

If you have a friend you can comm with this is an awesome tactic. Just know you will not get many kills but oh the assists!

#22 stratagos

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Posted 19 March 2015 - 02:56 AM

Considering the, shall we say, variable skill set in a Pug, are people really that worked up over a teammate rolling in an unoptimized build? The best build in the world is just cannon fodder in the hands of a poor pilot; if someone is screwing with and distracting the opposition that's to my team's benefit. Might not be the *same* benefit as someone with a 'perfect' build, but at least they're unlikely to drop an arty on themselves

#23 MikeBend

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Posted 19 March 2015 - 03:05 AM

If the flamer hasnt been fixed yet, you can divide those 12 flamers in 6 groups of 2 and set them on chainfire. Firing those 6 groups at once, should generate no heat.

#24 Lily from animove

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Posted 19 March 2015 - 03:59 AM

if so, make it 14. (or 13 if you don't have the reinfocement pod available)

#25 charov

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Posted 19 March 2015 - 04:32 AM

View PostFupDup, on 18 March 2015 - 06:20 PM, said:

All you need to know about Flamers:



But the best part is that it doesn't heat you up until you actually hit an enemy :D

#26 RedDevil

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Posted 19 March 2015 - 07:23 AM

The flamer gives you more heat than the enemy gets :/

#27 DONTOR

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Posted 19 March 2015 - 08:19 AM

I always ran my fire starters with a flamer and a MPL in the right arm. The flame hid the MPL when I was circling fatties, and blinding them all at the same time. It worked wonders. Only good for blndng and hidng lasers though IMO, which for.5 tons can be well worth it.

#28 Aethon

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Posted 19 March 2015 - 09:14 AM

My biggest question about the Flamer: Why can we not mount one in the CT of our Dragons? :huh:

#29 RoboPatton

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Posted 19 March 2015 - 09:21 AM

Russ said he wants to see infantry get fried by flamers, in a ngng podcast from a week ago or so.

#30 Lily from animove

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Posted 19 March 2015 - 09:21 AM

View PostAethon, on 19 March 2015 - 09:14 AM, said:

My biggest question about the Flamer: Why can we not mount one in the CT of our Dragons? :huh:


because it would look cool to have a dragon spitting flames. and thats not allowed.

#31 Screech

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Posted 19 March 2015 - 09:52 AM

Flamers are still better then they should be.

#32 Mcgral18

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Posted 19 March 2015 - 09:55 AM

View PostScreech, on 19 March 2015 - 09:52 AM, said:

Flamers are still better then they should be.


No, no they are not.


Let me guess, you're the type who also thinks MGs shouldn't be able to scratch armour?

#33 FupDup

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Posted 19 March 2015 - 10:07 AM

View PostMcgral18, on 19 March 2015 - 09:55 AM, said:


No, no they are not.


Let me guess, you're the type who also thinks MGs shouldn't be able to scratch armour?

Oh god flying spaghetti monster, I can already see this thread going into dark places...


And actually he is.

Edited by FupDup, 19 March 2015 - 10:07 AM.


#34 Mcgral18

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Posted 19 March 2015 - 10:12 AM

View PostFupDup, on 19 March 2015 - 10:07 AM, said:

Oh god flying spaghetti monster, I can already see this thread going into dark places...


And actually he is.


I can keep it on track, if I wanted.



I tried this build a handful of times...for teh Lulz. Average was around 300 damage. I think I got 3 kills...and somehow a TeamKill. Can't remember the circumstance.


I also did some testing on how fast it took to reach 90% heat cap. There was a difference between 1 and 4, but between 6 and 12 it was only a few seconds difference. It was somewhere around 13 seconds on a 30+ DHS Whale (without weapons) for 12 Flamers to bring it to capacity.

That was on Tourmaline, which might have speeded it up.

#35 RussianWolf

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Posted 19 March 2015 - 10:20 AM

View PostVassago Rain, on 19 March 2015 - 01:04 AM, said:

Flamers are useless. Anyone who tells you otherwise is playing a cruel joke on you.

not useless..... you did bring marshmellows didn't you?

#36 Deathlike

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Posted 19 March 2015 - 10:23 AM

I await our 14 Flamer Dire Whale overlords.

#37 Dawnstealer

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Posted 19 March 2015 - 10:26 AM

Back when the Wubshee quirks were working, I had one with 4 LPLs and 3 Flamers. Against hot-running Clan mechs, it was devastating: they'd shut down in seconds and I could keep them there as I (and my team) tore them apart. As you say, it's also good for blinding. My favorite T-Bolt had a pair of Flamers on it, but it proved to be useless in CW.

My Hellslinger runs a pair of Flamers and it's remarkably effective.

They need a tweak, for sure, but they can be fun - especially with the range module.

Edited by Dawnstealer, 19 March 2015 - 10:27 AM.


#38 RussianWolf

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Posted 19 March 2015 - 10:26 AM

View Postred devil2, on 19 March 2015 - 04:32 AM, said:

But the best part is that it doesn't heat you up until you actually hit an enemy :D

I think I said the exact same thing the first time I saw Fup's vid.....

I was wrong too.

The timing was coincidental. Tried it myself in the testing grounds.

#39 FupDup

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Posted 19 March 2015 - 10:27 AM

Speaking of range, why the crap do they get hardcapped at 90m while all other energy weapons have 2x max range?

#40 Mcgral18

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Posted 19 March 2015 - 10:27 AM

View PostDeathlike, on 19 March 2015 - 10:23 AM, said:

I await our 14 Flamer Dire Whale overlords.


If that other variant comes out, we could actually have 15.


One of the most effective uses of Flamers, since they don't have Ghost Heat. Dual Gauss and 15 Flamers does sound pretty silly.





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