* Flamers would be treated less like a lick of flame, but more like firing flaming napalm that can stick to and burn on things. It can catch traditional non-burning things on fire (like mechs), but the effects only last as long as the napalm like fuel is present and hasn't burned out.
*Stacking flamers offers no additional effects.
*Sets terrain (buildings, tree, etc..) On fire for x amount of seconds (maybe 15 to 20). It disrupts targeting through the fire due to heat and creates false targets (actually done in Mechcommander). This makes it difficult to lock SSRMs or LRMs through fire (have to hunt through false targets for legit ones).
* Set mechs on fire for x amount of seconds. Reduces heat efficiency of heat sinks while on fire (maybe 10~15%).
* Due to the intense heat on a mech (when on fire), it makes the mech easier to detect at longer ranges.
* A burning mech can not rely on ECM for cover while on fire. The ECM may blanket other near by allies like usual, but any mech on fire within the blanket is visibile (including the mech generating ECM).
The flamer accomplishes 3 things...
1. Cover when setting fire to terrain: Visually from smoke and false targets making lock-ons difficult.
2. Reduces heat efficiency of burning mechs
3. Makes burning mechs more visible to sensors and acts as a temporary counter to ECM.
It would make flamers a bit more desirable to carry for lights that could set fire to terrain ahead of a push or run in to enemy lines and light up an enemy ECM mech or assault for easier targeting and temporary ECM negation.
EDIT: This might step on the NARCs toes a bit too much. I suppose it could be seen as an alternative for lights without a missile slot for NARC, but I'm thinking overall that the ECM counter and easier to track idea may need to be nerfed or at least re-thought. Bummer.
Edited by MeiSooHaityu, 29 May 2015 - 05:14 AM.