pwnface, on 12 February 2016 - 08:34 PM, said:
This is a computer game and not a board game.
Flamers absolutely do not need to function like they did in table top. In fact a lot of weapons and mechanics don't function the way they do in table top and the game is better for it.
I'm not saying it needs to function exactly like it does in TT. However, . . .
- I do expect Flamers to do actual physical damage to mechs as well as heat damage. This iteration is just the perpetuation of a terrible "TT myth", where Flamers can't do physical damage, that people have never seemed to grasp the truth of . . . Flamers do, in fact, do physical damage.
- I don't expect to be able to make enemy mechs go critical just from my Flamer usage. However, I expect to be able to reliably manage my own heat generation on the weapon to prevent the Flamer we've always had, where you can and will overheat yourself quicker than the enemy will overheat themselves. These new heat penalties are going to make that even more difficult to manage (minus the potential exploit).
- I do expect them to address a terribly ill-thought mechanic that created an exploit that seems like it's still going to be in effect when this patch hits (and will actually -theoretically- be able to create real problems at this point in time).
- I do not want to see the Flamer as a useless trolling weapon.
- I do expect all weapon systems in the game to be viable combat weapons . . . even if they're not top-tier meta . . . I expect them to be reasonably balanced.
So is that too much to ask when addressing the issues with PGI's "fix" for this weapon system? Leading to my next point . . .
El Bandito, on 12 February 2016 - 08:11 PM, said:
Yet another patch where machine guns and LBX are not buffed. Instead we get this.
You should be happy that they didn't "fix" LBX or MG's . . . you may have gotten a fix like the Flamer . . . I can see it now:
- MG's do 0 damage to armor and only damage internal components when armor is gone, while doing 0 structure damage.
- LBX pellets will do .5 damage per pellet to armor, with twice as many pellets and a bigger cone of spread, but will gain even more crit damage . . . but the percentage won't change.
After all . . . they're supposed to be "support" weapons, right? That seems to be the PGI philosophy on this one.
Edited by Sereglach, 12 February 2016 - 08:51 PM.