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Double Flamer Range!


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#1 Arugela

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Posted 08 September 2016 - 02:29 AM

If the Range could be change to double by default or something added to make it longer(a bigger version of it.) it would be fantastic. If it's range were 180, and still not affected by targeting comp or other things, and you added the 10% range bonus it would only go up to 198 making it fit with how other weapons are designed. It would be the short weapon for the short ranged weapons and fit into the game nicely. Whatever else it does now could be left alone. But It needs the extra range.

How about a short and long flamer.

Short could be 1slot and .25 or .5 ton with 90 range and .1 damage.
Long could be 1 slot and .5 or 1 ton with 180 range and .05 damage. Unless .1 is the minimum damage then it only gets a weight increase.

Either way, the flamer would be much more useful, and even dangerous, with the extended range. I imagine light mechs could do some nasty skirmishing with it. And I use I throw one on certain of my Kodiak builds one head or CT slots in place of the large lasers that are on by default for short range builds and extra weight allowance.

Edited by Arugela, 08 September 2016 - 02:34 AM.


#2 Arugela

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Posted 09 September 2016 - 04:08 PM

I just noticed something. The flamer range is exactly the miminum range for normal PPC's. Unless what I read is outdated. If them being a short cover for the lack of minium range on PPC could you double the range for minimum PPC's also? Make Flamers 180 range. PPC minimum Range 180. Then also double minimum range for LRMs to 360! 8)

Would this affect builds/ game balance? what is the reason for 90 on PPC's? Is there a reason it is shorter than small laser recommended range and would this affect stuff in game. I'm fairly new. So, I honestly don't know. But I am curious.

Or alternatively, if it's not feasible to double all of their ranges, could you simply make double/extra big flamers, with 180 range) as an alternative that have extra weight or something on them as compensation? This would also fit as a convinent alternate version to cover for LRMs minimum range then. As they would fill in the entire Minimum fireing range for LRM boats.. It could make sense without altering the rest of the game. That or double everything and have short 180 range flamthrowers and long 360 range flame throwers. That would add some dynamics to game!! ><

Idea:
Flamer: 90 range, 1 slot, 0.5 tons, 0.1 damage
Medium Flamer: 180 range, 1 slot, 1 ton, 0.2 or 0.333333 damage
Large Flamer: 360 range, 1or2 slots, 2 tons, 0.3 or 0.66666666 damage
And to be really evil:
ERFlamer: 720 range, 2 slots, 3 or 4 or more tons, 0.5 or 1 damage

The heat generation could be proportional to the damage difference possibly. Unless that is too much. The added weight could justify this being less if needed. Unless it is too much of course. Then balance away!

I would enjoy watching people sit across rivers firing flamers at each other.

Edited by Arugela, 09 September 2016 - 04:24 PM.


#3 Arugela

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Posted 13 September 2016 - 10:20 PM

I thought of a simpler way to do this. It's the easiest way possible. change the Flamer range mod(s) to 20% start an finish it on 100% range for those who wish to invest the time or money! Sorry for the triple post also. But I thought it might be a good enough of an idea. Performance at expense!

If there is too much damage at double range it could have a drop off range past 90 so it at least applies heat but you need to get to 90m to get full damage! I have a feeling this would be needed to help stop lights from destroying Assaults and Heavies! 8)

Current: (C-Flamer/Flamer Range)
1/5 2%
2/5 4%
....
5/5 10%

Proposed:
1/5 +20%
2/5 +40%
....
5/5 +100%

Edited by Arugela, 14 September 2016 - 09:38 PM.


#4 762 NATO

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Posted 13 September 2016 - 10:43 PM

PPC range minimum is 90m because of TT. Guass *should* be 60m. Longer range flamers would not break the game. I like the idea of going to 120m-ish. Game breaking things (from TT standard) would be things like Guass and AC20s firing a a rate dissymaller from a SPL or AC2. Oh.. Um... Yeah....

#5 Mechteric

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Posted 15 September 2016 - 04:55 AM

View Post762 NATO, on 13 September 2016 - 10:43 PM, said:

PPC range minimum is 90m because of TT. Guass *should* be 60m. Longer range flamers would not break the game. I like the idea of going to 120m-ish. Game breaking things (from TT standard) would be things like Guass and AC20s firing a a rate dissymaller from a SPL or AC2. Oh.. Um... Yeah....


Well... but the thing is that in TT your PPC/Gauss could do damage inside their minimum range, you just had a bit higher of a number to roll to hit, but it would still do damage if you hit the roll. MWO gave Gauss the charge mechanic to emulate this, but for the PPC just made it do zero damage (which IMO is a bit unfair and leads many people to just not take PPC).

#6 SockSlayer

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Posted 15 September 2016 - 10:35 AM

A flamer post! My favorite! Anyway, on reading your post, I see you are suggesting flamer range boost by double, I am not exactly for that...BUT, here is what I am for:

-Flamers boosted to 150 max range (optimal unaffected), as 150m is the same range as in MW4, but still shorter than lore if I'm not mistaken.

-If one is really wanting long range heat weapons, then time to add new weapons which are WAAAYYYYY overdue. Try adding Plasma Cannon(Only for clans as in MW4) with about same cooldown as current gauss rifles, 23 damage and 600m, and high heat (both to enemy mech and you). But since adding another clan weapon would make inner sphere feel left out (and they really have very little to choose from), I recommend adding Inferno lrm20 (8 damage, same range, heat dealing), inferno AGL(Like a long tom that does only 1 damage, 8 tons, and TONNNS of heat!!!!), and possibly inferno heavy rocket launcher(1 damage, 2000m, high recycle, heat dealing).

Would help with those wanting more heat options and new weapons as well.

Also, to try to solve the ballistic gap problem on inner sphere side, here is a list of weapons that fit in between MG and AC2 that were in MW4:

-Light AC2 - bit less range and weight (-1 ton) than AC2, but same damage.
-Smoke AGL - Only 1 ton weapon that fire a smoke plume that did 1 damage similar trajectory to long tom. In this game, it might have some use if it were redesigned somewhat...2000m range

1. Not only area damages opponent, but causes instant target lock loss if the enemies are in the smoke, damage only happens on impact, but smoke persists for while, granting temporary ECM for your team if in smoke. Smoke would cover 90 m area.

-Heavy MG - Less range MG, but more damage and tonnage. Considered to have 150 m range at the most, 0.5 damage, and 3 tons.

I welcome feedback!!!

Edited by Independence MK2, 15 September 2016 - 10:38 AM.


#7 Seddrik

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Posted 16 September 2016 - 06:37 AM

Range double? no.


They are not meant to be a primary weapon.


They are already extremely effective when used properly.

It is easy enough as is to make people blow themselves up or shut down till cored.

#8 VonBruinwald

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Posted 16 September 2016 - 10:53 AM

View PostIndependence MK2, on 15 September 2016 - 10:35 AM, said:

-Flamers boosted to 150
-Plasma Cannon/Rifle
-Light ACs


These I can get behind. The Clan Plasma Cannon in MW4 though was actually the IS Plasma Rifle. The actual Plasma Cannon doesn't cause damage, it only generates heat on the target. I'd still like to see them though. My Urbie with a Plasma Cannon was one hell of a ride back in the MW4 days.

Throw in the Light Gauss and things will get interesting.





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