Jump to content

Incorrect Heat Applied


8 replies to this topic

#1 Elhazzared

    Rookie

  • Bridesmaid
  • 8 posts

Posted 16 February 2016 - 02:13 PM

So since it was decided for some reason to nerf into oblivion my cicada energy range (from 25% to 10% because... reasons) I decided to go and test out the flamers. I've read on the patch notes they generate on the enemy 4.5 heat!

In truth they barely generate any heat at all!

I stuck 6 flamers to my cicada and acording to math each flamer does 4.5 heat per second on the enemy so 4.5 * 6 = 27 heat on the enemy per second. In reallity it would take a very long time for anyone to overheat, in fact the enemy could always cool off any heat damage that I did to them when in reallity most of them should be shutting down in 3 or 4 seconds and honestly, they'd never turn the mech back on except if they would override it. Considering how much heat they'd acumulate they would without shadow of a doubt die from overheating very quickly, but the fact is. Either the flamers put no heat on the enemy at all or what they do is barely visible.

I wanted to make a private match to test out with a friends how much heat I was actually causing to them but as it stands it requires at least 2 people with premium time just you know, to run a test on things that should bwe working properly.

If anyone can actually test this out, make a mech with a lot of flammers and go into a private match with a friend to see how much heat per second they actually cause to him. That would be interesting to see. Thanks.

#2 Exard3k

    Member

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

Posted 16 February 2016 - 02:15 PM

flamer stops at 90% heat, same as standing on Lava

#3 Elhazzared

    Rookie

  • Bridesmaid
  • 8 posts

Posted 16 February 2016 - 02:25 PM

And why exactly does it stops at 90% heat? Why is this not statd anywhere? In fact I remember there was a vid showing how the new flamer mechanics works against people with standard heat sinks and they supposedly shut down in less than nothing.

I'm not doubting you words here, I'm just trying to understand why is this working in such a ******** way and better yet, with not enough information.

#4 Troutmonkey

    Member

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

Posted 16 February 2016 - 04:01 PM

View PostElhazzared, on 16 February 2016 - 02:25 PM, said:

And why exactly does it stops at 90% heat? Why is this not statd anywhere? In fact I remember there was a vid showing how the new flamer mechanics works against people with standard heat sinks and they supposedly shut down in less than nothing.

I'm not doubting you words here, I'm just trying to understand why is this working in such a ******** way and better yet, with not enough information.

It's badly documented, but flamers stop at 90% heat to avoid unfun stunlocks. There is nothing however stopping the target from shooting at 90% and overheating themselves.

#5 GI Journalist

    Member

  • PipPipPipPipPipPipPip
  • Senior Major
  • Senior Major
  • 595 posts

Posted 16 February 2016 - 05:14 PM

The new flamer is disappointing. The damage is minimal. The visual is uninspiring. It fails to instill fear or panic. This is not a weapon I can fire while dancing around the enemy, while laughing maniacally and shouting, "Burn! Burn! BURN!"

This is a single use weapon of limited tactical value. It is not by any means worthless, but I don't find it to be as much fun as the previous version.

#6 Dekallis

    Member

  • PipPipPip
  • Knight Errant
  • 56 posts

Posted 16 February 2016 - 07:17 PM

As someone who was using flamers on a light mech before the patch and tried them again today after the patch the difference is VERY noticeable. I was able to effectively serve as a disabler, in one match in particular i had an atlas in my lance and I had my kitfox loaded with flamers and MG's and a targeting computer, and the atlas got jammed up in a bad engage with another atlas so I like a good support buddy went in and set it on fire. A short while later it was shutting down and our atlas won the exchange by virtue of getting free shots in while i the annoying gnat debilitated the enemy atlas.

Before the patch this would've been unreliable at best, i likely wouldn't have shut down the attacker in time unless they were carelessly alpha striking.

Also you don't need more than like 3 flamers to be an effective flame disabler....two is one too few but more than 4 puts serious stress on your mech for any sustained firing. Also don't expect to keep someone locked down unless they're dumb about it or fool enough to override. As long as they don't fire they can still run away. Which also pretty much artificially extends the lifespan of light mechs fighting bigger targets....they want to swat you but they know they'll shutdown or possibly explode if they do, so they don't.

I miss the old flamer flames those were much more 'flamer' esque even though they were utterly blinding. but this is just as much fun to play with. If not more so because you can pick just about anyone and jam them up at least briefly instead of being forced to hunt only people with beam heavy builds.

#7 pyrocomp

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,036 posts

Posted 17 February 2016 - 05:39 AM

View PostDekallis, on 16 February 2016 - 07:17 PM, said:

As someone who was using flamers on a light mech before the patch and tried them again today after the patch the difference is VERY noticeable. I was able to effectively serve as a disabler, in one match in particular i had an atlas in my lance and I had my kitfox loaded with flamers and MG's and a targeting computer, and the atlas got jammed up in a bad engage with another atlas so I like a good support buddy went in and set it on fire. A short while later it was shutting down and our atlas won the exchange by virtue of getting free shots in while i the annoying gnat debilitated the enemy atlas.

Before the patch this would've been unreliable at best, i likely wouldn't have shut down the attacker in time unless they were carelessly alpha striking.

Also you don't need more than like 3 flamers to be an effective flame disabler....two is one too few but more than 4 puts serious stress on your mech for any sustained firing. Also don't expect to keep someone locked down unless they're dumb about it or fool enough to override. As long as they don't fire they can still run away. Which also pretty much artificially extends the lifespan of light mechs fighting bigger targets....they want to swat you but they know they'll shutdown or possibly explode if they do, so they don't.

I miss the old flamer flames those were much more 'flamer' esque even though they were utterly blinding. but this is just as much fun to play with. If not more so because you can pick just about anyone and jam them up at least briefly instead of being forced to hunt only people with beam heavy builds.

Should we ask PGI for flamer awards then? :)

#8 shenshinoman

    Rookie

  • The Grizzly
  • The Grizzly
  • 5 posts

Posted 17 February 2016 - 08:43 AM

I can honestly say that flamers work now. With 8 on my fs9. I am able to shut down any mech the moment they fire any gun. (Ballistics because they dont carry heat sinks as they usually dont need them) 5 matches in a row i was able to cause 8 mechs deaths by shutting them down at inconveniant times. (When being targeted by allies.)

Admittedly my match damage was only 27 on average. However every match was an absolute route, 12-3 on average.

#9 Elhazzared

    Rookie

  • Bridesmaid
  • 8 posts

Posted 17 February 2016 - 02:45 PM

I consider them compeltly worthless. if you cannot overheat enemies with it just by the nature you you filling them with flame and killing them by overheat, then there is no point to flamers, it's a waste.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users