

Flamers, Mechwarrior Self Harming Device
#1
Posted 24 June 2015 - 10:11 AM
now i have my mg's and flamer on one grouping for multiple effects at close range and attacked an ebon jaguar who was low armour and heat damaged internals so i thought, might as well have a go at him I can win. alas this wasnt the case.
I had fired my dual larges once or twice and rolled at half heat on terra therma, I was close to the lava in centre and the ebon had dropped down into a ditch with me so i opened up with the flame/mg combo hoping to grind out those tasty crits on open internals and maybe even open up some of the heavily damaged armour while keeping some form of heat management.
The ebon during this time was constantly hitting me with meds and larges.....here's the issue...I overheated and he didnt, from one flamer...one!!!.
what the hell, do i set fire to myself or something, pgi you got the fire all wrong it should never effect the firing mech anywhere near as much as it does, its pretty much useless to begin with let alone making it a handicap for the mad pilot trying to use them.
was this self harming effect ment to be part of the weapon or did someone suggest that flamers were op somewhere, I am confused, can you explain why his 90m support weapon must do more to the mech firing it than to the mech being toasted?
#2
Posted 24 June 2015 - 10:24 AM
It's so sad.
#3
Posted 24 June 2015 - 10:31 AM
#4
Posted 24 June 2015 - 10:34 AM
#5
Posted 24 June 2015 - 10:36 AM
FupDup, on 24 June 2015 - 10:24 AM, said:
Actually, the only thing you need to know about Flamers is that you have to carry 2 of them and use Chain Fire.
Flamers have an exponential effect on the firing Mech if you use them continuously. To get around that, carry 2 and Chain Fire them one after the other so that no single Flamer is ever on for more than 0.5 seconds. Completely avoids the exponential effect.
Still doesn't really make them useful, but that's a different issue.
And I've been ninja'd by Monkey Lover yet again! CURSES!!!
#6
Posted 24 June 2015 - 10:39 AM
Roadkill, on 24 June 2015 - 10:36 AM, said:
Flamers have an exponential effect on the firing Mech if you use them continuously. To get around that, carry 2 and Chain Fire them one after the other so that no single Flamer is ever on for more than 0.5 seconds. Completely avoids the exponential effect.
Still doesn't really make them useful, but that's a different issue.
And I've been ninja'd by Monkey Lover yet again! CURSES!!!
Congratulations, you've just spent 2 tons on what amounts to a Machine Gun with even less damage and less range.

#8
Posted 24 June 2015 - 10:46 AM
#9
Posted 24 June 2015 - 11:00 AM
FupDup, on 24 June 2015 - 10:39 AM, said:

Well, I did say that it still didn't make them useful...
And it's only 1 ton if you're Clan. Their flamers are 0.5 each.

#10
Posted 24 June 2015 - 11:15 AM
#11
Posted 24 June 2015 - 11:45 AM
Monkey Lover, on 24 June 2015 - 10:34 AM, said:
yeah, but this ALSO means you can't pile on flamers to punish mechs boating lasers by pushing their heat scale over when teh alpha. the broken heat scaling makes them useless for punishing energy-based builds. and since they don't do much damage either, whay use 'em?
#12
Posted 24 June 2015 - 12:01 PM
#13
Posted 24 June 2015 - 12:17 PM
Ragtag soldier, on 24 June 2015 - 11:45 AM, said:
They also can't even heat up the enemy robot past 90% of their threshold.
#14
Posted 24 June 2015 - 12:18 PM
I can see is why they didn't work on your target. To achieve a shut down the target needs be hot already, you can't start from scratch on them. Flamers are terrible at transferring heat to a target and their effect maxes out at 80%, so forget that, what they are great at doing is preventing the target cooling down. So what you want to be doing his finding targets that are already engaged in combat and hot (thermal vision helps on most maps for this), those are the ones you flame. If you can keep someone at 80% heat and their weapon generates a 20% heat-spike then they will shut down when they fire. Even if they don't though, you are still distracting them and lowering their DPS, if you start flaming a mech that is engaged in an other wise 50/50 fight, he will lose. If he was winning he may start losing and if he was losing, hes going to be dead much much quicker.
Used right they can be extremely effective, but it takes tons of practice to get the experience and situational awareness to make them work. The mech needs to be built around the flamers, its no good pulling a medium laser off a working build and swapping it with a flamer, to be able to fight and flame you need massive redundant heat capacity. You need the speed and agility to be able to engineer 2vs1 situations, you need the armour to tank the inevitable agro and you need a primary weapon system that is heat efficient and effective in its own right. Also, don't bother with them in the group queue, the technique relies on the ability to isolate mechs, and group players wont let you do that.
While not for everybody, my most prolific (highest KD highest WL) solo mode 'mech is equipped with flamers, and it's the most fun and rewarding to run out the lot of them.
#15
Posted 24 June 2015 - 12:27 PM
in my oppinion this is an extremely dumb thing.
#16
Posted 24 June 2015 - 12:34 PM
#17
Posted 24 June 2015 - 12:34 PM
But your right, a flamer cannot overheat an enemy, you a relying on him overheating himself.
Edited by Boris The Spider, 24 June 2015 - 12:40 PM.
#18
Posted 24 June 2015 - 12:41 PM
and when i fire my flamer i usually hold the trigger since tiny spurts of flame just dont do jack.
#19
Posted 24 June 2015 - 12:45 PM
It was someone's position @ the time to "fix" them, but we're like 16 months past that position @ Russ's twitter.
#20
Posted 24 June 2015 - 12:47 PM
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