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I For One Welcome Our Flamer Stun-Lock Overlords


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#1 Alistair Winter

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Posted 12 February 2016 - 05:26 PM

Quote

Flamers

• The following values have been adjusted for Flamers:

• Amount of Damage per second has been decreased from 0.7 to 0.1.
• Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.
• Duration of time before Heat starts to effect your own 'Mech (not the enemy) has been shortened from 6.25 to 4.75 seconds.
• Flamer visuals have been adjusted to minimize the blinding effect caused by their use.


http://mwomercs.com/...-1453-16feb2016

I can't imagine that this will lead to QQ on the forums.

Personally, I'm kind of glad that they tried it. But ideally, I would have preferred to see flamers as basically energy machineguns, with extra applied heat as a minor factor replacing crits.

Edited by Alistair Winter, 12 February 2016 - 05:27 PM.


#2 Trauglodyte

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Posted 12 February 2016 - 05:28 PM

Me too.

#3 Deathlike

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Posted 12 February 2016 - 05:29 PM

Gotta see this in action before I mock them.

It's better to be a troll to the opfor, instead of trolling your own team.

#4 Mister Blastman

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Posted 12 February 2016 - 05:35 PM

This is awesome!

Though... I'd rather of seen it be a one time burst, i.e. fire one time, it puts 15 heat into the enemy 'mech. That means... take four... dump 60 heat into enemy 'mech while you take on 30 heat in your own.

#5 Mcgral18

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Posted 12 February 2016 - 05:48 PM

The damage is 1 twentieth what I recommended...but we'll see how the heat works.

They'll still be the hottest weapon in the game, so stunlocking isn't exactly possible for any length of time.
A single Flamer would counteract a heatsink laden mech for Dissipation, while SIX of them will still be weaker than a single Machine Gun.

#6 Agent 0 Fortune

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Posted 12 February 2016 - 05:50 PM

If this encourages even one player to take a Flamer, it will be worth the hundreds of man-hours and years of waiting.

#7 Deathlike

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Posted 12 February 2016 - 05:56 PM

View PostAgent 0 Fortune, on 12 February 2016 - 05:50 PM, said:

If this encourages even one player to take a Flamer for a moment longer than the laughable state it has always been, it will be worth the hundreds of man-hours and years of waiting.


Fixed for you.

Edited by Deathlike, 12 February 2016 - 05:56 PM.


#8 Ted Wayz

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Posted 12 February 2016 - 06:12 PM

Predicted the tears back at the Town Hall.

Cheetahs can already face tank an Atlas. Now add 4 super flamers and some medium pulse.

Sounds like a good idea.

#9 MonkeyCheese

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Posted 12 February 2016 - 06:14 PM

My Troll is ready

http://mwo.smurfy-ne...450e1b6a312c407

#10 PocketYoda

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Posted 12 February 2016 - 06:18 PM

the only flamers i see in game are new players running standard builds or trial mechs Posted Image

#11 LordNothing

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Posted 12 February 2016 - 07:10 PM

View PostMonkeyCheese, on 12 February 2016 - 06:14 PM, said:



meh, im just going to make my firestarter worthy of the name.

#12 TELEFORCE

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Posted 12 February 2016 - 07:14 PM

View PostLordNothing, on 12 February 2016 - 07:10 PM, said:


meh, im just going to make my firestarter worthy of the name.


Same here! The toasters are ready to go!

#13 MonkeyCheese

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Posted 12 February 2016 - 08:32 PM

View PostLordNothing, on 12 February 2016 - 07:10 PM, said:


meh, im just going to make my firestarter worthy of the name.

Well I do own an Ember.

#14 InspectorG

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Posted 12 February 2016 - 08:57 PM

View PostAlistair Winter, on 12 February 2016 - 05:26 PM, said:


http://mwomercs.com/...-1453-16feb2016

I can't imagine that this will lead to QQ on the forums.

Personally, I'm kind of glad that they tried it. But ideally, I would have preferred to see flamers as basically energy machineguns, with extra applied heat as a minor factor replacing crits.


Because im gonna use 4 Flamers on a 2MG Summoner. The Quirks will do all the work.

ALL YOUR HEATS AND CRITS ARE MINE

#15 Madcap72

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Posted 12 February 2016 - 09:56 PM

View PostSamial, on 12 February 2016 - 06:18 PM, said:

the only flamers i see in game are new players running standard builds or trial mechs Posted Image

My buddies and I run 8 flamer grasshopper drops to break up the monotony.

#16 Troutmonkey

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Posted 12 February 2016 - 10:16 PM

Ugh, lowered damage and lowered visual effect? That stunlock better be bloody amazing. This sounds like an overall nerf to an already terrible weapon

#17 El Bandito

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Posted 12 February 2016 - 11:34 PM

It's not gonna work as well as one expects. Sure, one may be able to stun lock someone, but unless one brings other weapons that are actually effective in killing mechs, then he potentially becomes just as much of a non-participant as his victim.

Edited by El Bandito, 12 February 2016 - 11:35 PM.


#18 NextGame

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Posted 12 February 2016 - 11:36 PM

hmmmmmmmm

#19 Ex Atlas Overlord

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Posted 12 February 2016 - 11:45 PM

*Remove ability to blind.... So their only current use right now.
*Add more heat.... So now assaults are going to be even MORE useless.

"We wanted to delete the assault class without actually removing it from the game." -PGI

#20 pwnface

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Posted 12 February 2016 - 11:53 PM

View PostEl Bandito, on 12 February 2016 - 11:34 PM, said:

It's not gonna work as well as one expects. Sure, one may be able to stun lock someone, but unless one brings other weapons that are actually effective in killing mechs, then he potentially becomes just as much of a non-participant as his victim.


Except a light can effectively shut down a dire or banshee who have vastly superior firepower.





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