

I For One Welcome Our Flamer Stun-Lock Overlords
#21
Posted 12 February 2016 - 11:58 PM
Can't see why they dropped the damage even with the increased heat output, especially as they're increasing the flamers heat on the user too.
#22
Posted 13 February 2016 - 12:08 AM
pwnface, on 12 February 2016 - 11:53 PM, said:
Yep, bring flamers and a few small pulse lasers.
Shutting down mechs + being able to do any damage at all = Literally no point in armor when you can just ez-mode the rear.
GGclothes PGI
#23
Posted 13 February 2016 - 12:28 AM
#24
Posted 13 February 2016 - 12:33 AM
#25
Posted 13 February 2016 - 12:36 AM
sub 100M range, non-existent damage.
Seriously, SIX of them will have less output than a SINGLE MACHINE GUN.
The heat, to be determined. Your typical mech dissipates at no less than 2.3 H/s, while these Flamers supposedly add 4.5 H/s instantly (instead of the current exponential curve).
Which, of course, caps at 90% for your target.
From what I remember, a stack of Flamers could be fired as an Alpha for ~10 seconds. Bring that down to 8 or less due to the exponential heat staying, but the timer going from 6.x to 4.x seconds.
A 25 DHS Clam mech has 4.89 H/s dissipation, so a pair of Flamers theoretically roasts him. Testing will tell.
#26
Posted 13 February 2016 - 01:40 AM
Mcgral18, on 13 February 2016 - 12:36 AM, said:
The heat, to be determined. Your typical mech dissipates at no less than 2.3 H/s, while these Flamers supposedly add 4.5 H/s instantly (instead of the current exponential curve).
Which, of course, caps at 90% for your target.
1) Equip 2 flamers and your normal weapons
2) Fire flamers on chainfire... so that you take literally zero heat...but your enemy heats up like they're firing a medium laser every single second.
3) Laugh as they overheat the second they try to shoot back.
4) When they overheat, stop shooting flamer and cool off while your team Roflstomps the helpless mech.
5) Repeat.
Yep, no problem there at all.
#28
Posted 13 February 2016 - 03:48 AM
Edited by Exard3k, 13 February 2016 - 03:51 AM.
#29
Posted 13 February 2016 - 05:00 AM
#30
Posted 13 February 2016 - 05:24 AM
#31
Posted 13 February 2016 - 07:16 AM
I can see myself having fun with four flamers and other beam weapons on a Nova though

#32
Posted 13 February 2016 - 07:28 AM
El Bandito, on 12 February 2016 - 11:34 PM, said:
Are you sure that adding heat to a laser-vommiting mech does nothing? He will damage itself, if not accurate.
#33
Posted 13 February 2016 - 07:40 AM
Edited by KrunktheDrunk, 13 February 2016 - 07:41 AM.
#34
Posted 13 February 2016 - 07:48 AM
MonkeyCheese, on 12 February 2016 - 06:14 PM, said:
This.
The flamer values are (naively) balanced for 1-3 flamers on a mech.
But what about 10+ ?
>~50 heat PER SECOND and you have almost 5 seconds before the heat affects yourself.
Meaning you deal around 250 heat. But probably the first second alone will suffice to neutralize the target mech.
Even with the heat being capped at 90%, that means the enemy mech can't do anything except standing there like an idiot or running away (hehe okay: or fire a gauss).
I expect to getting flamed again now (haha, pun) for what an idiot I am and in a 2-3 months, people will cry the same thing I say today. As so often before.
#35
Posted 13 February 2016 - 09:06 AM
pyrocomp, on 13 February 2016 - 07:28 AM, said:
Are you sure that adding heat to a laser-vommiting mech does nothing? He will damage itself, if not accurate.
Any pilot worth his salt knows the heat values of his weapons and fire his weapons accordingly. It is no different than fighting under high heat conditions. As for the actual impact on the game itself where 12 pilots are fighting 12 pilots, only when the patch goes live, that we will find out.
#36
Posted 13 February 2016 - 09:15 AM
El Bandito, on 13 February 2016 - 09:06 AM, said:
Any pilot worth his salt knows the heat values of his weapons and fire his weapons accordingly. It is no different than fighting under high heat conditions. As for the actual impact on the game itself where 12 pilots are fighting 12 pilots, only when the patch goes live, that we will find out.
And here people constantly whine about noobs in T1 and as for T2-T4 people always overheat in close fights, so I think 12vs12 anywhere out of top-of-the-top T1 new flamers will do just that - keep that mech hot and see it kills itself. Extremely short-ranged and situational, but excelent for trolling.
#37
Posted 13 February 2016 - 10:53 AM
Squirg, on 13 February 2016 - 12:33 AM, said:
You've never ran with a couple people and one dedicated light with flamers have you?
Flamers by themselves are not useful. Used as part of a hunter/killer team they are a force multiplier.
But... you know that takes thinking mans shooter levels of thinking to figure out.
#38
Posted 13 February 2016 - 10:58 AM
Madcap72, on 13 February 2016 - 10:53 AM, said:
Flamers by themselves are not useful. Used as part of a hunter/killer team they are a force multiplier.
But... you know that takes thinking mans shooter levels of thinking to figure out.
But did it perform better than a 6 CSPL Arctic Cheetah in the hunter/killer team simply coring the enemy from behind while he is distracted by heavier threats?
Edited by El Bandito, 13 February 2016 - 10:59 AM.
#39
Posted 13 February 2016 - 11:03 AM
#40
Posted 13 February 2016 - 11:06 AM
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