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Poll: Flamer Buffs (62 member(s) have cast votes)

Are there any buffs or changes that should be made to flamers?

  1. better range boost from pilot skills. (14 votes [10.07%] - View)

    Percentage of vote: 10.07%

  2. base range increased to 100m (14 votes [10.07%] - View)

    Percentage of vote: 10.07%

  3. damage set to 0.9 from 0.7 (21 votes [15.11%] - View)

    Percentage of vote: 15.11%

  4. Voted just increase heat given to enemy mech (41 votes [29.50%] - View)

    Percentage of vote: 29.50%

  5. allow it to have a max range of 180m (optimal range still at 90m) (20 votes [14.39%] - View)

    Percentage of vote: 14.39%

  6. other change (15 votes [10.79%] - View)

    Percentage of vote: 10.79%

  7. do nothing (5 votes [3.60%] - View)

    Percentage of vote: 3.60%

  8. JUST DO SOMETHING!!!! (9 votes [6.47%] - View)

    Percentage of vote: 6.47%

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#21 Livaria

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Posted 05 November 2015 - 06:50 AM

If anyone wants advice for using flamers. Make sure you have at least 13 or more DHS, stop firing flamers the moment your heat gauge starts to rise significantly, because at that point, you would be better off firing other weapons to utilize your maximum heat capacity. It may not overheat an enemy 'mech as many times as you would like, but in a long lasting 1 vs 1 brawl with heavily armored 'mechs (7 seconds or more) it can sometimes give you a specific heat advantage.

That is about as useful as flamers can possibly get, I'm sorry that they aren't great weapons but technically not useless. So don't get me wrong if you think I'm saying flamers are just fine.

#22 SockSlayer

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Posted 18 November 2015 - 01:32 PM

Well, I've been using flamers lately, and have come to a "stick a fork in me, I'm done" type conclusion.

I loved flamers back in MW4 because they fired like a small laser and had 150m range. In MWO, I'm nearly sick of them, it doesn't seem to matter if you have a ton of flamers, cause then you'll just overheat quicker, the range amount is small enough to where you have to be severely close. If had more range, more heat, or more...anything really, it would be worth using, but in most cases right now, just put a small laser on instead (that's what I'm going to do on my nova prime).

If they don't do anything to flamers, than at least add another MW4 weapon...Plasma Cannon, for those who prefer heat weapons. Maybe even inferno lrm (missle), and inferno AGL(ballistic).

#23 wanderer

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Posted 19 November 2015 - 12:26 PM

Or, you know you could just do it right.

Get the amazing ability to fire a weapon in multiple modes right. I believe videogames were managing it around the Atari 2600 era.

Give flamers a heat mode and a damage mode versus a mix of both. Heat mode produces more heat on hits than the current model, damage mode deals more damage but adds no heat.

Consider the heat effect an external heat effect. Implement the tabletop maximum of 15 heat/10 sec from external heat sources, which includes environmental ones. That's 1.5 heat/sec in MWO terms. Mega-flamer spam no longer matters and stunlock is impossible on a DHS 'Mech.

Get rid of the continual flaming and give them a recharge time- flamers can still puff a cloud of blinding plasma in heat mode,but it's a much more focused stream in damage mode and either way, it's a short blast vs. endless frame-eating pixels of death. In the process, you no longer have the increasing heat as you hold down the trigger, because no more continual flaming. And of course,given enough flamers you can chainfire to blind anyway.

#24 Scanz

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Posted 19 November 2015 - 01:21 PM

180m range is too much !

you represent a huge jet of fire that will interfere with all ??


so my opinion

1) increase heat to enemy by 30% from live server
2) change dmg to 0.6-0.7 (need tests, cuz might be stronger them mg) to target location and 0.1 splash dmg to 3 nearby components
3) crit chance the same
4) heat to self the same
5) may be 2,5-5% increase chance ammo explosion on main target component

Edited by Scanz, 19 November 2015 - 01:41 PM.


#25 SockSlayer

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Posted 02 December 2015 - 12:50 PM

So...This last update did thing to stuff that needed no nerfing, and the flamers STILL got no buff, but at least many want something done about it.

The votes clearly show it, even though the votes are spread out over many options, only one represents doing nothing; the vote is 32 to 3 at max, an obvious majority of 91% of those who have voted! Even if you go by 2nd place option, that is still 15 to 3, or 83%. More than enough of a majority by normal standards.

#26 GI Journalist

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Posted 04 December 2015 - 12:35 PM

I want to set all the destructible trees on fire, generate smoke, interfere with visibility, and raise the temperature of the immediate area.

#27 Kalimaster

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Posted 12 February 2016 - 08:49 AM

To many good choices. Can't choose.

#28 Astarot

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Posted 13 February 2016 - 02:28 AM

Flamethrowers are laughably underpowered for one primary reason. It because heat is 0% to shutdown(100%) there no heat penilities in the middle, like losing movement points (Torso twist, leg twist and walking/running speed slowed down) or chance of ammo explosions and so forth.

Of course those that scream "OH THAT WILL BE A NERF TO BALLISTIC WEAPONS" let me remind you that ballistic weapons compared to laser weapons produce very little heat. an AC/20 produces less heat then a large laser, is more pinpoint damage and provides higher amount of damage then a large laser.

Having penalties to mechs before they hit heat threshold means the possibility of diversifing the weapons on mechs as people will have to take a choice of high heat, mechs that will basically suffer movement penalties and chance of something REALLY BAD HAPPENING the longer they engage in direct combat, or Ballistic builds which will loss a war of attrition vsing high heat builds. But are more movement penalty safe in direct combat.

#29 I R O N Patriot

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Posted 13 February 2016 - 09:00 AM

It would be really Nifty if they did Specific Damage to AMMO. When I flame someone and they shut down i wana hear the AMMO exploding like popcorn.Posted Image

#30 SockSlayer

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Posted 23 February 2016 - 05:20 PM

Despite the last update, which basically made the flamer useless for lone damage dealing, with backup weapons, it grants a good chance to take someone out while shutdown. I still hold that max range should be 150m (as in previous games), while optimal stay at 90m, taking the example of a real-life fire, even when the visible part of the flame ends, the heat continues a bit farther.

#31 Cichol Balor

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Posted 06 January 2021 - 02:03 AM

flamers are great except that you need to many to be practical. Best way to go about it is to increase the base heat given but add ghost heat when using more than 2.





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