

How Would You Fix Flamers
#1
Posted 12 December 2015 - 09:51 PM
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?
#2
Posted 12 December 2015 - 09:54 PM
So maybe their solution will be to turn flamers into pulse laser-like weapons with short squirts instead of long sprays.
#3
Posted 12 December 2015 - 09:55 PM
#4
Posted 12 December 2015 - 10:11 PM
A. Focus on the "utility" role, increase heat on target drastically and maybe add secondary things like lighting things on fire (if only MWO wouldn't explode from this).
B. Screw it and just jack up their damage, remove heat on target.
#5
Posted 12 December 2015 - 10:11 PM
Alistair Winter, on 12 December 2015 - 09:54 PM, said:
So maybe their solution will be to turn flamers into pulse laser-like weapons with short squirts instead of long sprays.
Well for one, I would make it so you could only mount a maximum of two... I forgot to add that part...

But perhaps you are right about the hit scan.. But don't they just use the machine gun model? I am not sure.. but machine guns don't have issues.. granted you don't have 3-4 people railing machine guns that often.
But if that is the case.. Why not change both machine guns and flamers into Burst type weapons with cool downs.. I could see that being a lot of fun to use..
Flamers could use a Jet Jump like fuel meter.. when it runs out, you gotta wait for it to refill!
Edited by JC Daxion, 12 December 2015 - 10:12 PM.
#6
Posted 12 December 2015 - 10:13 PM
Honestly though if I were making the flamers good in the current situation they are in I'd probably have them not have any exponential heat gen for the user, increase the damage per second, and allow them to do internal damage to the enemy after they have hit the max heat they can generate to the enemy.
Basically since they can't shut you down once you reach 90% heat they should at least do something, so doing overheat like damage wouldn't be too bad. Still a Nova with 12 small lasers would be better than a 12 flamer Nova, but at least the flamers would be more scary than laughable.
#7
Posted 12 December 2015 - 10:13 PM
#8
Posted 12 December 2015 - 10:20 PM
FupDup, on 12 December 2015 - 10:11 PM, said:
A. Focus on the "utility" role, increase heat on target drastically and maybe add secondary things like lighting things on fire (if only MWO wouldn't explode from this).
B. Screw it and just jack up their damage, remove heat on target.
And probably exponential heat GAIN as well.
Who cares if we get our first Heat Neutral weapon?
Right...The Nerfinator.
JC Daxion, on 12 December 2015 - 10:11 PM, said:

That's easy, just a boolean of
if(flamerCount>2) ableToEquip=False
Or whatever PGI does.
Think of how HoverJets™ do it. They have a cap, if you exceed it, you can't mount any more. That part is a non-issue.
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But perhaps you are right about the hit scan.. But don't they just use the machine gun model? I am not sure.. but machine guns don't have issues.. granted you don't have 3-4 people railing machine guns that often.
It and the MG share the '-1.0' duration, being the only pair of constant fire weapons in the game, it makes sense.
Fun Fact: Hitscan used to break the game.
As in, literally cause the game instance to crash.
We had to ban Embers (when MGs sucked fewer balls) to finish some comp matches back in the da, because after the 4th crash it was taking too long.
Haven't put it to the test lately, but Lasers are less demanding due to the cooldown (and fewer Crit calculations? Likely marginal)
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I've seen a proposal of making the Flamer a 5 damage, x heat projectile weapon, which I fully support.
MGs, I guess so. As long as the damned CoF gets removed.
Edited by Mcgral18, 12 December 2015 - 10:20 PM.
#9
Posted 12 December 2015 - 11:40 PM
Lore bonus for Firestarters? Faster flamer pressure recovery.
(Yes I understand that they're some kind of plasma weapon and not a traditional flamethrower in any sense, but as a gameplay mechanic what do you think?)
Edited by PerfectDuck, 12 December 2015 - 11:48 PM.
#10
Posted 12 December 2015 - 11:52 PM
One flamer burning you for 15 seconds can make it reach 30 seconds. 3 flamers burning you for 10 seconds makes it last 30 seconds. 10 flamers burning you for 3 seconds will make it last 30 seconds.
We can treat it like lava where you are constantly at some high threshold of heat (50%-90%) for the first (x) seconds then it slowly goes down. The heat scale penalty can depend on the debuff duration. 90% at 25-30 seconds, 80% at 20-25 seconds, 70% at 15-20 seconds and a faster drop from there.
I'd also extend flamer range but make it less effective at longer ranges, but still does something.
Edited by Elizander, 12 December 2015 - 11:54 PM.
#11
Posted 13 December 2015 - 12:02 AM
#12
Posted 13 December 2015 - 12:08 AM
#13
Posted 13 December 2015 - 12:13 AM
Black Fish, on 13 December 2015 - 12:02 AM, said:
They actually do use energy from the engine, not fuel. The flamers, as deceptive as their name may be, vent plasma from the mech's fusion engine.
#14
Posted 13 December 2015 - 12:14 AM
Dakota1000, on 13 December 2015 - 12:13 AM, said:
They actually do use energy from the engine, not fuel. The flamers, as deceptive as their name may be, vent plasma from the mech's fusion engine.
Yeah. Thats why in TT there is a distinction between flamers and Vehicle flamers. The vehicles actually use fuel and IIRC have ammo for them
#15
Posted 13 December 2015 - 12:16 AM
You hose a mech down with the flamer and it continues to burn for "x" amount of time...
It's a gift that keeps on giving.

#16
Posted 13 December 2015 - 12:29 AM
More flamers shot at the same time would increase the benefit so one woudlnt be any use unless youre a light and an assault wouldnt be able to sink large amount or heat even when sacrificing all its energy point. Flamers shot unchained would gain no benefit.
They would do no actual damage.
Edited by DAYLEET, 13 December 2015 - 12:30 AM.
#17
Posted 13 December 2015 - 12:30 AM
1.0 dps, and MG needs this as well.
120 meters min/max range.
Needs an impact effect like AC's have so it blinds the target when he's facing you.
Convergence? Don't know, as long as it has this cone of fire that it does, it seems to work fine as is.
Maybe needs to have extra effects to disable or severely punish the target's ability to see in IRNV or FLIR vision modes, add in some kind of duration effect that knocks out vision mode use with static for X amount of time?
Removal of the heat multiplier over time, or reduction on the cap.
High crit vs internal/weapons/equipment, double crit for ammunition explosion/destruction rolls (cookoffs).
I think at this point, DPS becomes more important than the heat transfer effect.
To be honest though, simply removing the self heat multiplier would do the most for the flamer.
Its already capped to 90% transfer on enemy, so they can never be shutdown with flamers alone, so its a non issue.
#18
Posted 13 December 2015 - 12:52 AM
#19
Posted 13 December 2015 - 01:11 AM
- method 1. Flamers fire a burst of plasma. This plasma burns and emits smoke on whatever it hits. If it hits a mech, the amount of plasma making contact will determine how much heat is generated to the enemy mech. This heat is applied in two ways. It causes a small spike while being hit (small spike...small), but the greater effect is that burning plasma on a mech causes heat dissipation issues. If you get a lot on you, you'll have a hard time cooling off until it eventually dissipates. Plasma on enemy mechs or the field (buildings, ground, etc.) will continue to burn and emit smoke until it cools, allowing it to be used for tactical maneuvers as well (a real point to thermal vision finally?). The more plasma the more heat. Flamers apply minimal heat to the mech using them. Plasma bursts can be up to 2 seconds. Flamers have a cooldown of 20 seconds. If a flamer is destroyed whilst firing there is a high chance it will explode causing damage to the host mech equivalent to an AC5 shell exploding (modifying this to be more like the large flamer rules). Flamers can shut down an enemy mech - there is no heat cap limit (as there is now) for flamers, however, due to the extremely long cooldown period, the ability for a single mech to "stun-lock" an enemy is minimized. Water will near instantly cool burning plasma, but will cause a steam cloud. Entering water almost immediately cools down the burning plasma.
- method 2. Same as method 1, except flamers also use ammo and can be fired continuously with no need to wait for cooldowns (i.e. treat them more like heavy flamers). Ammo is carefully adjusted to help prevent endless flamer heat spam, though as it's a dissipation affecting weapon, the problem of stun-locking mechs becomes less of an issue.
Edited by monk, 13 December 2015 - 01:31 AM.
#20
Posted 13 December 2015 - 02:42 AM
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- Make flamers generate patches of burning ground
- Standing on burning groud generates heat
- Multiple flamers increase the time those patches last and heat they generate.
- Cap the heat from external sources so that it cannot be higher than 2 heat per second making 4-6 flamers a decent option but anything more will have no effect.
Edited by kapusta11, 14 December 2015 - 12:59 AM.
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