

Flamers So Far After The Patch....
Started by Mad Strike, Feb 17 2016 09:22 AM
30 replies to this topic
#21
Posted 17 February 2016 - 11:54 AM
I think it's pretty cool. Maybe PGI could nerf the heat buildup a little, and give them good crit chances like machine guns to represent internals getting melted, but riddle me this: if flamers are really good at ruining high heat builds, isn't this the brawler's solution to the laser meta people have complained about for ages?
#22
Posted 17 February 2016 - 12:02 PM
Pulsing flamers essentially makes them heat neutral weapons. You can run 2x Flamers and 5xCSPL on an ACH and overheat people while still wrecking them with laser damage.
#24
Posted 17 February 2016 - 02:36 PM
Has anyone tried an Urbie with 2-4 Flamers and 4 MGs or 2 flamers, 2 SPL and 2 MGs?
#25
Posted 17 February 2016 - 03:05 PM
There isn't anything OP about the new Flamer. If you want to equip a mech with very few weapons and lots of Flamers with the intent of banzai charging the enemy with the hopes of shutting one mech down and the rest of their friends, all available on VOIP btw, just ignore what you're doing, go for it. YES, there are a few youtube vids showing what a pack of lights can do but they can do the same thing without the flamers. Bad pilots that can't keep up tend to get weeded out quickly. Bad lights running around thinking that they can solo people because they've got flamers equipped tend to die quickly as well. Unfortunately, the internet allows bad people that experienced bad things because they are, in fact, bad a void by which to complain about things that went badly. Such is life.
#26
Posted 17 February 2016 - 03:23 PM
I'm shocked the day has come to allow me saying that... but I think flamers are a bit too good right now.
Tested it on a Cent D - lbx10, 2xsrm4, 2flamers.
Why this one? Because it can do some damage and is an otherwise very low heat mech, so I test it without any cheesy flamer pulsing (so testing like that exploit was already fixed).
It is goddamn deadly. I'm shocked how deadly it is. If the enemies do not have flamers I overheat about 4-5 mechs a match. Which is death sentence to them almost every time. Basically anyone that I got close to - either died overheating, died unable to shoot back or managed to ran away. Only once I got killed by the guy I was flaming, but then I had only those 2 flamers left and was cored orange. Otherwise, anyone I got my flamers on turned defenseless instantly.
On top of that, flamers seem to be a also bugged in another way. No premium here, so I couldn't test it properly, but flamed mech seem to get also too much heat from firing it's weapons... Twice today I had a situation when I shot ~20% heat worth of weapons (2xsrm4+lbx10+pulse of 2 flamers), having about 50% heat and overheated anyway. Once I actually died from overheat explosion, even though override was off... yes, in that centurion. I went in flaming, got flamed in return, hit 9x9 coolshot, got down to 50%, shot again, exploded from overheating.
All in all. I love that flamers are usable now, but they're too good, and probably also bugged in a few ways, unfortunately. When it comes to a brawl between groups with even number of mechs, the group with more flamers on their mechs win.
1 on 1 - the one with flamers heats opponent, opponent runs away or dies.
2 on 2, with one mech with flamers - the one with flamers overheats both enemies, they run away or die
etc....
Hopefully fixing exploits and bugs + lowering amount of heat generated by flamers a bit will make them somewhere between OP and useless. I really hope it will happen.
Tested it on a Cent D - lbx10, 2xsrm4, 2flamers.
Why this one? Because it can do some damage and is an otherwise very low heat mech, so I test it without any cheesy flamer pulsing (so testing like that exploit was already fixed).
It is goddamn deadly. I'm shocked how deadly it is. If the enemies do not have flamers I overheat about 4-5 mechs a match. Which is death sentence to them almost every time. Basically anyone that I got close to - either died overheating, died unable to shoot back or managed to ran away. Only once I got killed by the guy I was flaming, but then I had only those 2 flamers left and was cored orange. Otherwise, anyone I got my flamers on turned defenseless instantly.
On top of that, flamers seem to be a also bugged in another way. No premium here, so I couldn't test it properly, but flamed mech seem to get also too much heat from firing it's weapons... Twice today I had a situation when I shot ~20% heat worth of weapons (2xsrm4+lbx10+pulse of 2 flamers), having about 50% heat and overheated anyway. Once I actually died from overheat explosion, even though override was off... yes, in that centurion. I went in flaming, got flamed in return, hit 9x9 coolshot, got down to 50%, shot again, exploded from overheating.
All in all. I love that flamers are usable now, but they're too good, and probably also bugged in a few ways, unfortunately. When it comes to a brawl between groups with even number of mechs, the group with more flamers on their mechs win.
1 on 1 - the one with flamers heats opponent, opponent runs away or dies.
2 on 2, with one mech with flamers - the one with flamers overheats both enemies, they run away or die
etc....
Hopefully fixing exploits and bugs + lowering amount of heat generated by flamers a bit will make them somewhere between OP and useless. I really hope it will happen.
Edited by Prof RJ Gumby, 17 February 2016 - 03:33 PM.
#27
Posted 17 February 2016 - 06:21 PM
So bad pilots will do terrible with it and excellent teams will be unstoppable with it...
I understand now, thanks..
I understand now, thanks..
#28
Posted 18 February 2016 - 08:39 AM
Roadkill, on 17 February 2016 - 11:17 AM, said:
Not the best testbed. That Mech can't really deal any damage on its own, so can't take advantage of the fact that its target shuts down.
Test using an FS9-A with 6 SPL and 2 Flamers. (Or 4 and 4 if you want.)
Now when the target shuts down you can actually do enough damage to kill it (or at least cripple it) before it starts back up.
Test using an FS9-A with 6 SPL and 2 Flamers. (Or 4 and 4 if you want.)
Now when the target shuts down you can actually do enough damage to kill it (or at least cripple it) before it starts back up.
Oh no don't worry , i'm getting fun on it already. I know is not the most effective but those machineguns help a lot when playing as a team.
#30
Posted 18 February 2016 - 02:58 PM
cazidin, on 17 February 2016 - 02:36 PM, said:
Has anyone tried an Urbie with 2-4 Flamers and 4 MGs or 2 flamers, 2 SPL and 2 MGs?
Not quite; you are left with a lot of extra tonnage unless you install a STD180 or something similarly terrible. But, if he's hung a little better (with a Large Pulse Laser), it works out, & this stylish but rather unsavoury little fellow can be let loose to roam the streets at will...
30t Urbanmech UM-R63 "Metrosexual"
LPL, 2 Flamers, 3 MGs w/1.0t ammo, 11.44 FP
XL180 (104.5kph), 4/4 JJs (34.69m)
208/210 std arm, es, 10 dhs (101% cool), 10 slots free
bal cd -15%, bal rng +20%, bal vel +20%, en cd -15%
http://mwo.smurfy-ne...08591e3daca3f26
Editorial: the min 10 dhs rule really cripples light mechs, especially those with low max engines like the Urbie. Sucks to have to waste tonnage on useless dhs because rules. It would help to reduce the user base's unwillingness to play these small, crippled mechs if our mighty devs would show a little mercy on the meek, & change the rule such that a minimum 10 "equivalent heat sinks" (i.e. only 5 double heat sinks) are required per mech.
But, these things being what they are, perhaps we ought to put that extra heat cap to good use. And what would top off this entirely trollish build better than an ER PPC?
30t Urbanmech UM-R63.UW "Urban Weirdo"
ER PPC, 2 Flamers, 3 MGs w/1.0t ammo, 10.44 FP
XL180 (104.5kph), 4/4 JJs (34.69m)
208/210 std arm, es, 10 dhs (48% cool), 9 slots free
bal cd -15%, bal rng +20%, bal vel +20%, en cd -15%
http://mwo.smurfy-ne...b59fdd11db3da14
Edited by GM4tP, 18 February 2016 - 05:05 PM.
#31
Posted 18 February 2016 - 03:40 PM
I liked it on the few matches I played on the cheeter. You give up a bit of an alpha (running 2 flammer 4spl) but in 1v1 you can make them really overheat and you can only really fire 4spl extended battle anyways. Sneak up behind someone shooting and start flamming watched them not notice and overheat allowing for easy back kill.
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