CaveMan, on 04 December 2011 - 11:22 AM, said:
Not necesarily.
If you want a direct anti-BattleMech weapon, then a medium laser would indeed be the way to go.
However... flamers are not meant to be anti-BattleMech brawling weapons!
Let's examine a 'Mech based around the concept of how flamers are meant to be used: the FS9-H Firestarter.
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Though a real threat to light 'Mechs, a Firestarter can do little against the formidable armor and weaponry of medium and heavy opponents. It was the ability to set fires that made the FS9 so valuable. Skillfully placed blazes could rout enemy forces, break lines, and corner 'Mechs. A whole series of tactics was developed around creating and spreading wildfires. Firestarter pilots are particularly fond of setting dense woods afire while enemy 'Mechs are advancing through them and of igniting buildings that are sheltering enemy units. If an engagement is lost, a Firstarter could create fire and smoke to cover a retreat and to hamper pursuit.
The Firestarter also works well as a scout. Its speed and armor give it good protection in the field. Not only could it map terrain as it traveled, but it could also clear away wooded areas that the enemy might use as defensive positions or for an ambush.
The Firestarter also carried out scorched earth missions in the early days of the Succession Wars. In recent decades, as armies attempt to capture and hold targets intact, scorched earth has become an extremely rare policy. It is only used when even long-term victory is impossible or when the target is too valuable to fall into enemy hands.
Also, from the Sarna page:
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(Emphasis mine)
A flamer-boat like the Firestarter is valuable not because it can (necessarily) run up to other 'Mechs and roast them into shutdown or ammo explosions (a tactic that the BT creators seem to have actively wanted to discourage by making heat delivered to the firing 'Mech higher than heat delivered to the target), but as a harasser and area-denial unit, performing such functions as:
- setting the environment (woods, buildings) around an enemy unit ablaze, trapping them in an inferno
- setting fire to buildings, causing them to collapse (for example, to bring a flaming building down on top of a group of enemy 'Mechs)
- shutting down (and/or cooking-off the ammo of) already hot-running enemy units
- flushing out enemy units in hiding (by setting fire to the woods and buildings in which they're hidden)
- dispensing with enemy support units (infantry and vehicles) while an enemy's 'Mech forces are otherwise engaged
- delivering heat to enemy 'Mechs from the flanks and rear while said enemy is engaged with an allied 'Mech
- using fires to confuse enemies and enemy weapons (heat-seeking warheads) relying on thermal sensors
- creating smoke screens or using the smoke as a signal
- clearing paths through woods and cities for friendly units' advance
- covering friendly units' retreat (by setting fire to pathways and bridges after they've passed)
- implementing scorched-earth strategies
In short, the flamers are not so much outright weapons as versatile tools that can also be used as weapons under the right circumstances (as determined by the players' situation and the environment).
Also, from the CBT Master Rules:
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Under normal circumstances, a flamer does not cause heat damage to a target.
However, if all players agree, they may choose (each time the unit fires) to add 2 to the target BattleMech’s Heat Scale for that turn as a result of the flamer attack, rather than doing 2 points of damage.
The so-called vehicle flamer uses ammunition supplied by fuel in tanks rather than tapping into the fusion reactor. As such, it is considered a ballistic rather than energy weapon.
This means vehicles need not mount heat sinks to dissipate the heat generated by vehicle flamers, making them ideal weapons for use on internal combustion-powered units. Despite the weapon’s name, BattleMechs may also mount this type of flamer, but they must accommodate the heat generated by firing the weapon using heat sinks in the usual way.
Besides sounding rather odd...

If flamers really need a "buff" to appear/be more useful/attractive (by playing up the weapon aspect of its nature), one plausible and (IMO) reasonable way to do so would be to make it a "two-fer" - that is, a flamer can be made to deliver both damage and heat to a target, while still being balanced (read: more difficult to abuse) by it's flaws (relatively high heat to the firing 'Mech, short effective range).
Also, players could be allowed the choice between the higher-heat, infinite-use "standard flamer" and the lower-heat, finite-use, ammo-explosion-risking "vehicle flamer".
Your thoughts?
Edited by Strum Wealh, 08 December 2011 - 01:24 PM.