MischiefSC, on 17 February 2016 - 02:43 PM, said:
So it's important to remember that for a Flamer rebalance to work it needs to be consistently (if situationally) better than two extra MLs.
It needs to be good - good enough to shave 10-12 pts off your alpha. Not that it doesn't need dialed back but it needs to be good.
Exactly why I'm STRONGLY pushing caution.
Flamers need to be, as you said, roughly equal to medium lasers; or at least in that you'd actually consider one or the other. If Flamers are objectively worse than medium lasers (I still think they are, honestly) then they're not an issue,
even if you can glitch around the heat generation.
I'd far rather see situationally useful flamers(even if not good from a competitive standpoint) than them continuing to just be utterly useless.
See: The LBX. It's bad, and needs to be fixed. But it's not useless, it's just decidedly not optimal. You can still make people dead with LBX's, and people do so all the time. That's better than how flamers were. Currently, they
seem somewhat usable, but not good. That's an improvement over "utterly useless".
Bilbo, on 17 February 2016 - 03:06 PM, said:
90% isn't an answer, Bilbo.
How much heat per second does it generate? Is it just enough to hold someone at 90%? Or can you push someone up to 90% doing that?
I'd expect you could hard-burn to get them up then maintain that way - I haven't had it done to me yet, but would like to see.
If so - and it's likely - then it definitely needs to be fixed; but it's still not really a problem. The firing mech isn't doing much of anything else while burning, and all it's doing is preventing the target mech from firing lasers. The firing mech at the same time must maintain 90m range and 100% face time. I've yet to see flamers actually work out better than simply coring someone.
Edited by Wintersdark, 17 February 2016 - 03:10 PM.