Jump to content

I For One Welcome Our Flamer Stun-Lock Overlords


81 replies to this topic

#21 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 12 February 2016 - 11:58 PM

Took out 6 flamer Firestarter and did less than 100 damage in each of 3 games. 1 managed to shutdown 1 mech.
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 Ex Atlas Overlord

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • 1,018 posts

Posted 13 February 2016 - 12:08 AM

View Postpwnface, on 12 February 2016 - 11:53 PM, said:

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


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 Chuck Jager

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,031 posts

Posted 13 February 2016 - 12:28 AM

Well we now have a modern online game with stun lock

#24 Squirg

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 307 posts
  • LocationEromanga

Posted 13 February 2016 - 12:33 AM

lol at anyone who thinks flamers are remotely useful

#25 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 13 February 2016 - 12:36 AM

I'm still not convinced it will be significant.

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 Ex Atlas Overlord

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • 1,018 posts

Posted 13 February 2016 - 01:40 AM

View PostMcgral18, 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.

#27 Divine Retribution

    Member

  • PipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 648 posts
  • LocationArizona

Posted 13 February 2016 - 03:23 AM

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



My troll is also prepped for CW. If I feel extra trollish I'll swap the SRM6 for Narc so all the new clanners in trial mechs can make it rain. That'll make 'em focus fire!

#28 Exard3k

    Member

  • PipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 1,010 posts
  • LocationEast Frisia in Germany

Posted 13 February 2016 - 03:48 AM

I dont think I'll use them on smaller mechs but I now consider some energy slots on facetank mechs a bit more interesting. My Orions come in mind, or Atlas. Basically any brawler that has to be <300m anyway and uses loadouts for high heat efficiency (non-energy).

Edited by Exard3k, 13 February 2016 - 03:51 AM.


#29 Wild Pegasus

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 145 posts

Posted 13 February 2016 - 05:00 AM

As much as I'd be laughing my butt off if this was the thing that finally broke the lasermeta, the lack of damage already tells me that in the long term this won't result in anything more than the occasional gimmick mech that no one wants on their team because they can't even get in close enough to make the gimmick work half the time.

#30 Aramoro999

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 214 posts

Posted 13 February 2016 - 05:24 AM

No new quirks for Origin mechs?

#31 TELEFORCE

    Member

  • PipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 1,612 posts

Posted 13 February 2016 - 07:16 AM

The flamers will be useful for this purpose only if the 'mech carrying them can get within their effective range before they're effectively knocked out of the match. So lights like the Arctic Cheetah and Firestarter will probably be the most effective platforms for flamers, since they have the speed and mobility to best bring them to their effective range.

I can see myself having fun with four flamers and other beam weapons on a Nova though Posted Image Perhaps some brawling heavies and assaults can use flamers to their advantage.

#32 pyrocomp

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,036 posts

Posted 13 February 2016 - 07:28 AM

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.

Are you sure that adding heat to a laser-vommiting mech does nothing? He will damage itself, if not accurate.

#33 KrunktheDrunk

    Rookie

  • Ace Of Spades
  • Ace Of Spades
  • 1 posts

Posted 13 February 2016 - 07:40 AM

Nova with flamers and a side of AC 2 and 3 MGs. Aim for the cockpit for the agonizing slow stun locked death while you cool down. The ping ping of doom.

Edited by KrunktheDrunk, 13 February 2016 - 07:41 AM.


#34 Paigan

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blazing
  • The Blazing
  • 2,789 posts

Posted 13 February 2016 - 07:48 AM

View PostMonkeyCheese, 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 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 13 February 2016 - 09:06 AM

View Postpyrocomp, 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 pyrocomp

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,036 posts

Posted 13 February 2016 - 09:15 AM

View PostEl 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 Madcap72

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 752 posts
  • LocationSeattle

Posted 13 February 2016 - 10:53 AM

View PostSquirg, on 13 February 2016 - 12:33 AM, said:

lol at anyone who thinks flamers are remotely useful

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 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 13 February 2016 - 10:58 AM

View PostMadcap72, on 13 February 2016 - 10:53 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.


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 TELEFORCE

    Member

  • PipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 1,612 posts

Posted 13 February 2016 - 11:03 AM

How about a Dire Wolf brawling with ACs using a pair of flamers to keep its beam-laden opponents in check? Again, the range is an issue, but for the amount of hugging I see, it could work.

#40 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 13 February 2016 - 11:06 AM

Call it a hunch, but I've got a funny feeling that Flamers might end up getting nerfed in 1-2 patches after this one...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users