Flamers. 90 meters, No Damage, More Heat to Shooter than Target for the most part. Now how do we make flamers viable without making them overpowered.
First the damage they generate and heat they inflict on target should scale with range (0-270 linear fall off). I.E. the plasma spreads and cools over distance it is shot. It should fire similar to a laser and have a cycle time to get rid of this ridiculous heat acceleration mechanic that we seem to be arguing over (Tweak the heat to make a hard decision between flamer and small laser). It should deal 5 damage and 6 heat at point blank and fall off as distance increases. I would still use small laser (IS) max range here and cycle at the rate of a medium laser. The projectile speed should be relatively slow, I would start with narc velocity (and go up from there as needed), where you truly need to lead moving targets. Ghost heat anything past one flamer such that boating would be suicide from a heat standpoint. Two being viable, three might as well bring lasers. Set it such that chain fire is not an option and will incur the same ghost heat penalties. Visual obstruction should be kept and have a one second burn time on target. I.E if you take a shot to the face with one of these you see some blur/flame when trying to return fire. The visual obstruction is the same regardless of range it hits you at, thus even at 270ish there is no damage, but a bit of annoyance on the cockpit window should it hit you there. Oh and if you are hot and you get hit with one of these you do shutdown. That is the reality of adding heat to a mech.
How is it useful from a game mechanic? Lights are probably going to want one as it does damage and heat and if you manage to get close enough, the damage is not negligible and the heat is an added bonus. No constant heat addition mechanic with a recycle time will mean that using it will simply accelerate the heat scale of your opponent, but not be some easy button overheat your opponent. Might just curb the laser meta a bit. I.E. if you run really hot two lights with flamers can send your heat scale up that when you alpha your LPLs and MLs you are in trouble. Mediums, heavies, and assaults that run cool could easily increase their viability by closing distance and adding some heat to their enemy. Laser alphas are nice, but if you are running hot and they round the corner with one of these you could end up partially blinded and overheated. I would put one maybe two on an assault as backups for when lights come around. I.E. get a shot of flamer plasma on that laser boat light after he has squeezed off a few alphas, bam shutdown, insert AC20 round into leg.
It has to be dangerous in some situations to be useful and the situations need to be common enough to make it viable. Make it a heat adding, damage generating weapon that is not a flame fire hose and allow it to overheat your opponent. Control its power with cycle time and ghost heat like everything else in the game such that the trolls cannot run around overheating people. Thus I would try to make it a weapon that becomes dangerous to your opponent when their heat hits 85%-90%.
Tweak heat and damage as needed patch after patch like everything else.
Now if we could just fix the nascar, oh wait larger maps are helping that but give us some of these
http://www.sarna.net/wiki/Thunder_LRM to make the added utility lrm launcher viable. Hey make BAP detect mines as well. This would force some interesting battles on all the maps, no more run counterclockwise until enemy gets your back or you get theirs. Hey area denial on conquest cap points.
The sky is the limit with Battletech PGI. Keep giving us new features and we will of course keep giving you our money.
Edited by BAHS, 13 February 2016 - 06:05 PM.