Death Drow, on 16 June 2015 - 06:01 AM, said:
WHAT PROMISED REWORK?
Can someone please show me a link to this? How is it flamers keep getting this rumor? Last check (admittedly it was a few months ago) flamers were confirmed to not be touched again.
For one, it was never stated that they'd never be touched again. Look at Russ's twitter, when he was debating things to possibly do to the Flamer. That's been talked about for a while now. It's actually the whole reason the Flamer is now able to be removed from the Adder, because the Flamer is believed to be inherently useless, for now; and if the Devs are the ones saying that, then you know the weapon's functionality is broken, as much as I love them. Check the twitter feeds and discussions that have happened there.
In fact, the last comment from Russ over the exact Flamer rework was on his Twitter in December/January, where he was debating how to fix and improve flamers, and what mechanics he wants them to have. The thought at the time was an energy-based machine gun-esque DPS weapon.
The evidence is out there. Quit propagating your own bull and actually go look at it.
Death Drow, on 16 June 2015 - 06:01 AM, said:
Stop trying to get the devs to waste time on something that works wonderfully just the way it is. Just because it doesn't work the way a few of you want it to work, and you don't know how to use them as they are, does not mean they need any reworking.
We've already been over this, and it's a reported issue, that's acknowledged, but isn't being worked at this time, because Paul even stated that the visual effects of Flamers are getting reworked before the mechanics are dealt with. See the last Mechs, Devs, and Beer that he was on with NGNG. It's not from that long ago, and is still the last information we got on them.
Or, maybe you'd like to propagate more lies, again, like you were talking about in my Flamer thread, where "Paul stated" that Flamers are fine in the Town Hall (you know, the same town halls he's NEVER appeared on and there are no recordings of him ever saying)? Or maybe you'll go on again that there's going to be an official Flamer thread put up by Paul, because you personally talked to him, and therefore people just need to shut up about them?
Oh, and for the record, the promised rework was originally mentioned back when the Firestarter was first announced in December of 2013. It hasn't received that promised rebalancing and attention since that time.
Now, if you want to go on about it, then I demand the evidence that Flamers are never going to be touched again. You're making an accusation with no evidence, while I have provided evidence and facets for you to look up. Your turn to actually provide some evidence for your points, otherwise you have nothing.
EDIT: Just to be 100% sure, I looked it up. Last word on Flamers was Mechs, Devs, and Beer #17 with Paul Inouye ~42 minute mark they start talking about Flamers. They are getting a rework, but the art team is tasked with coming up with a new visual effect for the flamers that is not so blinding to enemies before they continue with the full rework. It is coming, and it was promised.
Almond Brown, on 16 June 2015 - 07:55 AM, said:
Other than 30m in range the Flamer has Crit potential same as the MG. It is when you use it that counts, just like the lowly MG... Specs are noted below for interest sake.

I'm very curious where those stats are coming from. Last tests I ran, the crit-seeking feature of the Flamer does not work the same as the MG; and for all intents and purposes it seems to be broken. Go test on an Atlas in Testing Grounds. You'll burn out a section of the mech before you destroy components, more often then not.
I would like to see some evidence of this functioning, in all honesty, because as much as I use Flamers I don't see this happening in practice.
Edited by Sereglach, 16 June 2015 - 08:20 PM.