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Flamers Are Broken. Kinda Need Urgent Attention. Youtube Proof Of Concept.

Weapons Balance

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#261 Sereglach

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Posted 19 February 2016 - 07:53 AM

View PostWidowmaker1981, on 19 February 2016 - 06:57 AM, said:

What? You can still mount 6 flamers on a Crow or Nova and spike someone to 90% in heat in ~1.5s, and do that 3 times without generating any significant heat on yourself, but now because they cannot permatroll someone they are useless again?

Compared to where they should be sitting, yes, they're in a pretty bad spot. PGI, rather than fixing the inherent problems in their weapon system, have instead piled on convoluted mechanics to create this awkward weapon system that still isn't functioning the way it should.

Also, if you've read my posts in this thread, I never wanted them to be able to perma-troll-stun-lock someone. What I did want, however, is for PGI to take the common sense approach, actually reengineer the weapon system like they were supposed to do, and make a fully functional weapon system that works within the realms of what they set out to create.

Instead we got a mess. We got a mess that's marginally situational in its usefulness, at best. It does zero (close enough) physical damage (which it should be at least competing with a MG or SL), it's a stream-fire weapon that has a pseudo-imposed convoluted cooldown mechanic . . . which isn't even intuitive in implementation, and to top it all off -as you've even pointed out- what usefulness it does have is still in a place of trolling people with bursts of flamers that will generate ZERO heat for the wielder (WHICH IS WRONG!!!).

If PGI had gone with a proper fix we'd have a weapon that'd generate some heat on the enemy, but never have the ability to stun-lock anyone. It'd do modest damage, enough to make it useful. It'd generate heat for the wielder . . . even if the trigger is "feathered" or macro'd . . . and there'd be no exploits that would have had to been dealt with OR poorly implemented scaling heat mechanic. THAT would put the Flamer in the spot it's supposed to be in, and not the mess we currently have.

Edited by Sereglach, 19 February 2016 - 08:02 AM.


#262 Widowmaker1981

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Posted 19 February 2016 - 07:57 AM

View PostSereglach, on 19 February 2016 - 07:53 AM, said:

Compared to where they should be sitting, yes, they're in a pretty bad spot. PGI, rather than fixing the inherent problems in their weapon system, have instead piled on convoluted mechanics to create this awkwardly weapon system that still isn't functioning the way it should.

Also, if you've read my posts in this thread, I never wanted them to be able to perma-troll-stun-lock someone. What I did want, however, is for PGI to take the common sense approach, actually reengineer the weapon system like they were supposed to do, and make a fully functional weapon system that works within the realms of what they set out to create.

Instead we got a mess. We got a mess that's marginally situational in its usefulness, at best. It does zero physical damage (which it should be at least competing with a MG or SL), it's a stream-fire weapon that has a pseudo-imposed convoluted cooldown mechanic . . . which isn't even intuitive in implementation, and to top it all off -as you've even pointed out- what usefulness it does have is still in a place of trolling people with bursts of flamers that will generate ZERO heat for the wielder (WHICH IS WRONG!!!).

If PGI had gone with a proper fix we'd have a weapon that'd generate some heat on the enemy, but never have the ability to stun-lock anyone. It'd do modest damage, enough to make it useful. It'd generate heat for the wielder . . . even if the trigger is "feathered" or macro'd . . . and there'd be no exploits that would have had to been dealt with OR poorly implemented scaling heat mechanic. THAT would put the Flamer in the spot it's supposed to be in, and not the mess we currently have.


Eh, ok i agree with most of this. I thought you were complaining that they removed the ability to permatroll. My bad.

#263 SQW

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Posted 19 February 2016 - 08:02 AM

View PostWildstreak, on 19 February 2016 - 06:40 AM, said:

Known as chasing the squirrel since a good portion of Team 1 chases Team 2's Light with Flamers letting all Team 2's other Mechs romp all over Team 1.
Team 2's Light has done his job.


Any team that chases squirrels deserve to be pummeled. If there wasn't team dmg penalty, I'd leg my own team mates. Flamer wise, it's still underwhelming and it wouldn't change the meta into stun lock bonanza nor will it make lights any more terrifying to someone with basic tactical awareness. There's no flamer-apocalypse people.

I've had 2 dozen games since the patch and my personal impression is that flamer is now just a very situation/niche weapon as opposed to being totally useless pre-patch. I've had one light who tried to flame me in a game only to be scared off by the combined firepower of 3 other mechs I was standing next too. Another time, one of our own bagged a heavy because the heavy laser-alphaed twice on override and cooked himself - our light weren't actually doing much dmg.

#264 Wildstreak

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Posted 20 February 2016 - 06:08 AM

Except Lights were not the only ones who could do it, just the current theme tossed around.

#265 Tibbnak

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Posted 19 September 2016 - 03:41 AM

If I were to retool flamers:

First thing I'd do is remove the exponential heat system for it. Just straight normal heat.

Second thing I'd do is add extra hitsurfaces to mechs, around on their back where their heatsink banks are exposed.

Third thing I'd do is make flamers not heat up mechs that much unless they were
A) pointed in the vague area of the heatsink banks above (no need to be precise, but bonus heat if you are),

B ) Flaming a cored area of the mech, with the thought that no armor = exposed internals,

and C) in the case of B ), if the cored spot has ammo in it, and you heat it up enough, it cooks off.

Suddenly machinegun ember becomes the terror of all ballistic/missile mechs with weak back armor.

Edited by Tibbnak, 19 September 2016 - 03:43 AM.


#266 Bud Crue

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Posted 19 September 2016 - 03:42 AM

And that which was dead, shall live again.

Rise thread from the past.

RISE!

#267 Tibbnak

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Posted 19 September 2016 - 03:52 AM

It's still relevant, even if the bug the OP was reporting has been "Fixed".
If you could call it that I guess?

Edited by Tibbnak, 19 September 2016 - 03:55 AM.


#268 Navydivea

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Posted 19 February 2017 - 08:02 AM

How do you have set u a proper macro in ADHD for this?

#269 MrJeffers

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Posted 19 February 2017 - 08:29 AM

View PostNavydivea, on 19 February 2017 - 08:02 AM, said:

How do you have set u a proper macro in ADHD for this?


This thread is a year old. You can't macro this anymore to get around the exponential heat of the flamers. The local flamer "heat decay rate" or what ever you want to call it, was changed by PGI so that a macro like this won't work. The flamers have to be off for a minimum time (I think .5 secs, but might be 1 second) before the rate actually starts to decay, and even still they have to be off longer than they were on for the local heat to start going down.

#270 Deathlike

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Posted 19 February 2017 - 11:16 AM

It still has to be said that there is still some level of Tier 5 balancing assisted by NGNG.

It doesn't make a difference these days since telemetry @ PGI has next to no context in the grand scheme of things.

#271 Andi Nagasia

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Posted 19 February 2017 - 04:28 PM

Topics coming back to life?
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