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Hot-Fix Scheduled For February 18th at 4PM PST/Midnight UTC


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#81 Jack Shayu Walker

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Posted 21 February 2016 - 12:08 PM

View PostWillothius, on 21 February 2016 - 10:29 AM, said:


It's great to see you guys (Wintersdark vs Sereglach) can keep on arguiing for so long while it seems you both basically complain about this ^ right? It's amusing Posted Image
I do have to say, sereglach's tone reminds me a bit of that Trump guy that keeps appearing on the news..


lel

careful else they's gonna shutdown ze thread.

Edited by Jack Shayu Walker, 21 February 2016 - 12:09 PM.


#82 Tiantara

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Posted 21 February 2016 - 06:13 PM

Long time ago flamers have another mechanic - they use heat from overheated engine to produce hi-temp flame. So, the pilot can use flamers only when have engine heat over 30-40%. When temperature goes down - below 30%, flamers have state "no-ammo", no heat no flame. Also they slowly cools engine and works limited time (2-4 seconds after pressing "fire" button), than - some recoil time to wait until you can fire it again. And I understand why that mechanic not in use now...
1. It can be used to cool engine without coolant. You can fire laser - than switch to flamer, cool your mech and fire laser again.
2. It make brawler mech more brawler. And stay more cool than before.
3. Everyone in light-medium mech can run around heavy and put them to sleep.

That can be avoided by:
1. Make flamer active time limited (2-6 seconds) and add recoil time (10-15sec).
2. Make higher temperature range - from 50% to 90% engine heat and make inaccessible flamers if your engine below that temperature range.
3. Let flamers generate heats, but not really high. So mech cools (from DHS or SHT) but slower. Want cool faster - don't use flamers. Want use flamers to overheat enemy - prepare to slower engine cool.
4. Make flamer range longer (120m) but lowering its Heat-damage after 90m.
I think that can help...

Edited by Tiantara, 21 February 2016 - 10:25 PM.


#83 Strength Damage Cliff Racer

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Posted 26 February 2016 - 11:29 AM

While certain nerfs are deserved for flamers, They SHOULD be able to bring EXTREME punishment for not taking one into consideration. Buffing overheat crits when under flamer effect (With a stickiness of half time the burn) or severely (And i'm not talking about -30%, no) reducing cooling rates of any heat over 100% would be a good start. Flamer does jack if that mad dog still cripples you in one streak alpha he IS able to pull off when flamer is properly applied, then powers up again rather quickly and shoots one more time to finish the job. I do understand that on paper enemy is limited to 3/2/1 (IS) and 2/1/1 (Clans) lasers, one streak launcher per about 4 seconds, but, in harsh reality, anyone still able to use alpha strikes as usual, with exception of PPCs. Sure, things may look good on papers and stuff, but we run into same gimmicks all over again.
Yes, flamer is not totally useless now, but still a thing of dubious value. You know, it's like LBX quirks on IS mechs, they'd be good if there wasn't a situation when the only relevant variants are 2 and 20, both being Clan exclusives.





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