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Patch Is Up, Who Wants To Test Flamers?


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#41 627

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Posted 16 February 2016 - 11:35 PM

View PostMcgral18, on 16 February 2016 - 11:31 PM, said:


Nope
-<Weapon faction="InnerSphere" HardpointAliases="Energy,Flamer,ISFlamer" name="Flamer" id="1007">
<Loc iconTag="StoreIcons\Flamer.dds" descTag="@Flamer_desc" nameTag="@Flamer"/>
<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="1" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="4.5" damage="0.1" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" effectscale="13.00" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0" heatinctime="4.75" coneoffire="10"/>


-<Weapon faction="Clan" HardpointAliases="Energy,Flamer,ClanFlamer" name="ClanFlamer" id="1210">
<Loc iconTag="StoreIcons\ClanFlamer.dds" descTag="@ClanFlamer_desc" nameTag="@ClanFlamer"/>
<WeaponStats maxDepth="10.0" volleydelay="0.25" speed="100" lifetime="1.0" duration="-1.0" tons="0.5" maxRange="90.0" longRange="90.0" minRange="0" ammoPerShot="0" ammoType="" cooldown="0.0" heat="1.0" impulse="0.0" heatdamage="4.5" damage="0.1" numFiring="1" projectileclass="" type="Energy" slots="1" Health="10" effectscale="13.00" maxheight="0" critChanceIncrease="0.14,0.08,0.03" critDamMult="1.1" trgheatinctime="3.0" heatinctime="4.75" coneoffire="10"/>


Clan Flamorz OP, plz nerf Posted Image

#42 Hit the Deck

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Posted 16 February 2016 - 11:53 PM

View Post627, on 16 February 2016 - 11:16 PM, said:

by the way, is there a difference between IS and Clan version to make up that half ton?

View Post627, on 16 February 2016 - 11:35 PM, said:

Clan Flamorz OP, plz nerf Posted Image

Clan Gauss is the first in line waiting to be nerfed (or not)!

#43 Revis Volek

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Posted 16 February 2016 - 11:57 PM

View PostHit the Deck, on 16 February 2016 - 11:53 PM, said:

Clan Gauss is the first in line waiting to be nerfed (or not)!



Why? Because it HAS to be less crit slots to even fit into the stock builds?

I mean it sucks that its has less tonnage too but it kinda has to be that way, i isnt breaking the game right now so why fix what aint really broken?

#44 Mcgral18

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Posted 17 February 2016 - 12:04 AM

View PostRevis Volek, on 16 February 2016 - 11:57 PM, said:



Why? Because it HAS to be less crit slots to even fit into the stock builds?

I mean it sucks that its has less tonnage too but it kinda has to be that way, i isnt breaking the game right now so why fix what aint really broken?


Buffing the isGauss is an option too.

10 explosion damage, 10 HP, 50% chance to blow

Things like that.

#45 Revis Volek

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Posted 17 February 2016 - 12:06 AM

View PostMcgral18, on 17 February 2016 - 12:04 AM, said:


Buffing the isGauss is an option too.

10 explosion damage, 10 HP, 50% chance to blow

Things like that.



Of course! A Buff is always better then a nerf, its received better among us and it not gonna hurt the Clan mechs in a way that i think is really going to matter. Mechs like the jager come to mind who with his guns being just about the only thing you hit on them really enjoying a buff to gauss.

#46 spectralthundr

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Posted 17 February 2016 - 12:09 AM

Flamers still suck, they always will suck, stop putting flamers on your mechs people, seriously.

#47 Hit the Deck

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Posted 17 February 2016 - 12:10 AM

View PostRevis Volek, on 16 February 2016 - 11:57 PM, said:

Why? Because it HAS to be less crit slots to even fit into the stock builds?

I mean it sucks that its has less tonnage too but it kinda has to be that way, i isnt breaking the game right now so why fix what aint really broken?

Why do you think that they pre-nerfed the Clan Autocannons and LRMs (and other weapon systems like cSRMs although minor) by making them fire in streams?

#48 Luminis

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Posted 17 February 2016 - 12:41 AM

I can only give my opinion based on being on the receiving end of the flamers, but so far, I'm not scared.

Encountered a flamer 'Mech in my Marauder 3R. Chain firing my 3 AC5s was sufficient to dissuade him from trying to "stun lock" me. Him not being unscathed (because closing in that close without any retaliation isn't going to be happening often against players with decent awareness) helped a lot, though.

The second encounter was on my TBR. That thing runs naturally toasty (six ER Meds will do that), so, fodder for a flamer build, right? Well, I got an alpha off before getting roasted. If I get pushed to 90% heat anyway, I might as well not care about what heat level I get myself to beforehand. Then, my Gauss happened.

Maybe my impression is skewed because I came out of those encounters mostly unscathed, but, again, I'm not quite scared. Flamers will get a lot of work done against pure laser vomit builds with no low heat weapons if they get brought into range largely unnoticed. Which is okay with me, I think.

The risk is considerable, after all. Get stuck on Polar Highlands against somewhat competent players that brought something beside lasers and running around roasting people becomes a lot harder to pull off.

Edited by Luminis, 17 February 2016 - 12:42 AM.


#49 Revis Volek

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Posted 17 February 2016 - 01:10 AM

View PostHit the Deck, on 17 February 2016 - 12:10 AM, said:

Why do you think that they pre-nerfed the Clan Autocannons and LRMs (and other weapon systems like cSRMs although minor) by making them fire in streams?




Clan LRMs fire in stream per lore as far as i know.

CSSRM and CSRMs dont fire in streams so i dont know what you mean by that. They are still kinda unbalanced because clans have ligher ones. Why they let the Clans have SSRM 6's and the IS has nothing i still dont have an answer for, maybe Tweet Russ. They do have a ridiculously long cool down though.

They made the C-UAC;s stream fire because they were looking to make the Clans different but balanced, im sure the LRMS fell into this category as well. IS doesnt even have UAC's bigger then a 5 (in timeline) so giving us that PPFLD they dont even have and cant even compete with is unbalanced.

Our gauss doesn't shoot faster or have a double tap feature and thus is the same DPS and IS gauss and i never said i was happy about it but it isnt really breaking the game currently. I also am in favor of buffing the IS gauss as compensation for clans have lighter and less crit slots.

So whats your beef? that i told it like it is?

Edited by Revis Volek, 17 February 2016 - 01:13 AM.


#50 Lily from animove

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Posted 17 February 2016 - 01:16 AM

Aww i usually love science, but had to end rebel galaxy yesterday and to test starpoint gemini 2.

View PostQuicksilver Kalasa, on 16 February 2016 - 01:33 PM, said:

See, you are thinking about this all wrong, think about in more coordinated drops where you brawl. Flamers are going to be important in brawls I foresee.



this,

surely in puglandia its not going to be a dealbreaker, but in coordinated teamplay its abusable.

View PostLuminis, on 17 February 2016 - 12:41 AM, said:

I can only give my opinion based on being on the receiving end of the flamers, but so far, I'm not scared.

Encountered a flamer 'Mech in my Marauder 3R. Chain firing my 3 AC5s was sufficient to dissuade him from trying to "stun lock" me. Him not being unscathed (because closing in that close without any retaliation isn't going to be happening often against players with decent awareness) helped a lot, though.

The second encounter was on my TBR. That thing runs naturally toasty (six ER Meds will do that), so, fodder for a flamer build, right? Well, I got an alpha off before getting roasted. If I get pushed to 90% heat anyway, I might as well not care about what heat level I get myself to beforehand. Then, my Gauss happened.

Maybe my impression is skewed because I came out of those encounters mostly unscathed, but, again, I'm not quite scared. Flamers will get a lot of work done against pure laser vomit builds with no low heat weapons if they get brought into range largely unnoticed. Which is okay with me, I think.

The risk is considerable, after all. Get stuck on Polar Highlands against somewhat competent players that brought something beside lasers and running around roasting people becomes a lot harder to pull off.



now play a light or medium emch that can't carry gauss or mutiple AC's.there are surely some mechs who won't care when they can carry heavy low heat dps builds, but thos emechs who cannot do that will have serious problems to work. mostly those already having issues to work.

Edited by Lily from animove, 17 February 2016 - 01:18 AM.


#51 Hit the Deck

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Posted 17 February 2016 - 01:20 AM

View PostRevis Volek, on 17 February 2016 - 01:10 AM, said:

...
So whats your beef? that i told it like it is?

Nothing, just reminding people about the state of Clan vs IS Gauss. People (including me) have made a good number of threads about the issue already so forum warriors must instantly recognize what I alluded.

Edited by Hit the Deck, 17 February 2016 - 01:20 AM.


#52 Luminis

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Posted 17 February 2016 - 02:15 AM

View PostLily from animove, on 17 February 2016 - 01:16 AM, said:

now play a light or medium emch that can't carry gauss or mutiple AC's.there are surely some mechs who won't care when they can carry heavy low heat dps builds, but thos emechs who cannot do that will have serious problems to work. mostly those already having issues to work.

While true, it does make flamer based build ever more risky.

You'll catch a medium that has neither the mobility to break away, lacks the weaponry to return fire, didn't have the awareness to detect your approach, didn't have the sense to stick somewhat close to his team on a map that supports brawling - and you'll destroy that 'Mech. Which is kinda okay, imho. It's not like strapping flamers onto a 'Mech turns it into some sort of killing machine that stunlocks 100% of enemies it lays eyes (or sensors) upon.

#53 Lily from animove

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Posted 17 February 2016 - 02:52 AM

View PostLuminis, on 17 February 2016 - 02:15 AM, said:

While true, it does make flamer based build ever more risky.

You'll catch a medium that has neither the mobility to break away, lacks the weaponry to return fire, didn't have the awareness to detect your approach, didn't have the sense to stick somewhat close to his team on a map that supports brawling - and you'll destroy that 'Mech. Which is kinda okay, imho. It's not like strapping flamers onto a 'Mech turns it into some sort of killing machine that stunlocks 100% of enemies it lays eyes (or sensors) upon.


the FS9 palyers already ALWAYS had this risk when swarmin in wiht S(P)Ls the flamersnow just grant them the ability to heavily reduce most other mechs dps ontop by capping their heat massively.

Just wait when the first units pull of this kind of gamepaly as a 12 man and oyu realise how broken this is.





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