

How Would You Fix Flamers
#21
Posted 13 December 2015 - 02:44 AM
I would make them a PPFLD weapon kind of like a very short ranged cERPPC with the cERPPC splash damage. Let it do 3 damage to 3 adjacent sections for the IS flamer and 3 damage to 2 sections for the clan version.
I'd also let the flamer disable 1 heat sink for 1 second to hinder enemy cool down without allowing the mech to actually overheat from the flamer alone.
#22
Posted 13 December 2015 - 05:10 AM
I think better way to buff flamers is easiest way - less heat for shooter, and add quirks to flamer mechs, such as Firestarter, TDR-5SS/9S and others.
And while flamers became a bit more viable, devs can explore new ways fir improvement.
#23
Posted 13 December 2015 - 06:18 AM
to keep the trollness at a minimum i would have it behave like an ammo weapon. each flamer would come with a reservoir that would refill slowly over time. using the weapon drains the reservoir. if the rate of refil was divided by the number of flamers on the mech, if you boat flamers you get much longer recharge time, though damage and heat still stack up. by tweaking charge and discharge rates, you can balance the weapon.
Edited by LordNothing, 13 December 2015 - 06:25 AM.
#24
Posted 13 December 2015 - 06:28 AM
#25
Posted 13 December 2015 - 06:30 AM
The heat mechanism could be one or more of:
>Half the targets ability to sink heat for 30s
>Raise targets heat level to 90% (very rapidly without much heat to the user)
>Damage internal servos, mobility devices et. in un-armoured sections (less turn speed, arm motion speed etc)
>Increased chance to cook ammo
MG on the other hand just need to be more effective, even if more approximate in their behaviour to avoid drain on the server. E.g. keep the same animation but have only 3 true projectiles per second. I love the sound and feel of them, so it's a pity we can't make more use of them.
Alternatively, you could differentiate so they do double the damage to internal structure than they do to armour (Fluff being that the shells are too small to penetrate armour well)
#26
Posted 13 December 2015 - 06:32 AM
#27
Posted 13 December 2015 - 06:33 AM
#28
Posted 13 December 2015 - 07:28 AM
#29
Posted 13 December 2015 - 07:53 AM
#30
Posted 13 December 2015 - 09:19 AM
LordNothing, on 13 December 2015 - 06:33 AM, said:
This'd make sense to me. To me it'd be counter-intuitive if a machine gun or a flame thrower would be too effective against 31st century armour. Once there's no armour, sure why not.
Now the ideal, and least-contrived solution would be to add softer targets to the game. Namely, infantry. Isn't that what flamers/MG's were intended against in TT? While they have to be in MWO due to lore/legacy reasons, I'd rather not see a machine gun that can work through ten tons of armour.
#31
Posted 13 December 2015 - 09:33 AM
PaeuxP22, on 13 December 2015 - 07:53 AM, said:
That aspect is arguably already accounted for in why the Flamers' heat-to-user is so high - the Fusion Engine (generally described in the lore as being essentially a tokamak or stellerator (or similar device) fed plasma from a fusor (or similar device)) has to "over-rev" (that is, the fusor component has to produce much more plasma than usual in order to both feed the tokamak/stellerator component (which produces the electricity needed to run the 'Mech) AND the additional plasma to be ejected through the Flamer(s)), and this "over-revving" is what would be represented by the heat spike.
Edited by Strum Wealh, 13 December 2015 - 09:34 AM.
#32
Posted 13 December 2015 - 11:12 AM
jss78, on 13 December 2015 - 09:19 AM, said:
It's not like a HALF TON "Machine Gun" is designed to take out armour or anything...

Look at that...a half ton MG.
#33
Posted 13 December 2015 - 11:13 AM
Hit Delete.
Fixed.
#34
Posted 13 December 2015 - 07:44 PM
For me, some sorta after effect, or crit effect is the way to do..
to the people that tanked about hit scan, I can easily see the mechanic for them to change, duration's, and recharge times
#35
Posted 13 December 2015 - 07:50 PM
5 damage, 5 heat, 4s cooldown, target receives 5 heat, 90/180m range.
Bam. Fixed.
#36
Posted 13 December 2015 - 08:04 PM
1 HPS to both you and target (target maxes at 80% or so)
Maximum range of 2x optimal
Then we tweak from there
Edited by Funkin Disher, 13 December 2015 - 08:04 PM.
#37
Posted 13 December 2015 - 09:16 PM
LordNothing, on 13 December 2015 - 06:18 AM, said:
to keep the trollness at a minimum i would have it behave like an ammo weapon. each flamer would come with a reservoir that would refill slowly over time. using the weapon drains the reservoir. if the rate of refil was divided by the number of flamers on the mech, if you boat flamers you get much longer recharge time, though damage and heat still stack up. by tweaking charge and discharge rates, you can balance the weapon.
I like this a lot.
#38
Posted 13 December 2015 - 09:23 PM
jss78, on 13 December 2015 - 09:19 AM, said:
No.
#39
Posted 13 December 2015 - 11:25 PM
JC Daxion, on 12 December 2015 - 09:51 PM, said:
Making mechs hot, has always been lore, but in this game, i think it might be way to easy to abuse.. Though, perhaps, they only would add a certain amount of heat, or only allowed to use um for short times, with very long cool downs? I dunno..
But the one thought that i did have for um which might work... what about Crits on heat sinks, though armor.. So unlike most weapons which only crit after armor is lost right? Or is the just just tons lower? Heat sinks could do crits and break a heat sink, before armor is lost. The idea being, hold a flamer on a mech for a certain length of time, and if a heat sink is in that area, it would have a % chance to fail, and break.
So in a way, the flamer mech could be effecting the cooling abilities of another mech, but in effect could make it less efficient over time
balance would be how long duration, and how often crit.. ect.. the short range of flamers would at least keep them only to the shortest ranged brawlers.. and maybe give a reason to get the big guns into brawl range!
thoughts? And if not this.. what would you do?
My plan is the folowing.
Exstend Flamer range (to 150m ?)
Increase Flamer cooldown (to 4 seconds?)
Have the flamer fire a "fireball" projectile that causes a small amount of initial damage and sets the mech (or ground/objects) alight. The secondary fire lasts a number of seconds. Any mech set alight by a flamer has it's heat build for the duration of the fire effect.Sort of like a heat scale DoT effect.
Any mech coming into contact with a secondary fire will also be set alight.So walking through or into a fire effect exposes that mech to the Heat DoT.Secondary fires do not cause armor or structure damage only a breif heat DoT effect.
And now we have a unique weapon with several applications for enemy suppression.
#40
Posted 15 December 2015 - 10:52 AM
slightly increase heat effect on target (leave the max at 80-90% or whatever it is)
slightly decrease heat buildup for the shooter
leave the crit, damage, class, (no ammo) alone
boating? possible, but discouraged if the max effect is 80-90% heat...there's also that dirty word: ghost heat
Edited by Tekran, 15 December 2015 - 11:14 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users