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Looks Like All You Meta Flamer-Boats Are Finally Getting Your Comeuppances Next Patch


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#1 0bsidion

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Posted 12 February 2016 - 01:24 PM

Yep, it's finally happened folks, those OP flamers are getting a much deserved damage nerf. No more running around one-shotting DWFs and Atlases, (after about 20 to 30 minutes), for your cheeseball flamer boats.

Read 'em and weep, you exploiting ********:
Flamers


• The following values have been adjusted for Flamers:

• Amount of Damage per second has been decreased from 0.7 to 0.1.
• Amount of Heat per second applied to an enemy 'Mech has been increased from 0 to 4.5.
• Duration of time before Heat starts to effect your own 'Mech (not the enemy) has been shortened from 6.25 to 4.75 seconds.

No more EZmode for you, not only is damage being nerfed, those flamers will also heat up faster/sooner. I say it's about damn time, these flamers have been brokenly powerful for far too long.

On a more serious note it looks like they're going to be more of a utility item now with damage being more of an afterthought. Not sure I agree with the shortened heat up time though.

Edited by 0bsidion, 12 February 2016 - 01:25 PM.


#2 Mcgral18

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Posted 12 February 2016 - 01:38 PM

They got a 30% damage BUFF, by the way.
Currently 0.07, up to 0.1, not from 0.7.

what the **** PGI


Due to the exponential heat curve, those 2 seconds are potentially not noticeable, if the enemy actually GAINS heat instantly (instead of themselves also being exponential).

Time will tell, but I'd prefer 2 DPS.

Edited by Mcgral18, 12 February 2016 - 01:42 PM.


#3 MarineTech

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Posted 12 February 2016 - 01:42 PM

What server have you been playing on that flamers have actually been a problem?

I can't even remember the last time I saw anybody carrying one.... Well, at least not since they unlocked them from the Adders.

#4 Cyborne Elemental

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Posted 12 February 2016 - 01:43 PM

I ran a 7 flamer Executioner once, was pretty pathetic, but I was able to shut people down right and left.. as well as myself.

#5 0bsidion

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Posted 12 February 2016 - 01:44 PM

View PostMcgral18, on 12 February 2016 - 01:38 PM, said:

They got a 30% damage BUFF, by the way.
Currently 0.07, up to 0.1, not from 0.7.


Oh, that was a type-o in the patch notes? Well that'll kinda take the wind out of the sails of my satire if they corrected it. Everyone will be like, "what are you talkin about?". Posted Image

#6 Kristian Radoulov

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Posted 12 February 2016 - 01:44 PM

View PostMarineTech, on 12 February 2016 - 01:42 PM, said:

What server have you been playing on that flamers have actually been a problem?

I can't even remember the last time I saw anybody carrying one.... Well, at least not since they unlocked them from the Adders.


Posted Image

#7 Mcgral18

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Posted 12 February 2016 - 01:45 PM

View Post0bsidion, on 12 February 2016 - 01:44 PM, said:


Oh, that was a type-o in the patch notes? Well that'll kinda take the wind out of the sails of my satire if they corrected it. Everyone will be like, "what are you talkin about?". Posted Image


I'd hope so...but it seems you're right.

I mean, 1 DPS would be a reasonable place for them, but to cut that down to 10%?

PGI has found a new low...let's hope the heat isn't as Terribad as their balance.

#8 keith

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Posted 12 February 2016 - 01:46 PM

question is did they still leave in that silly 90% heat cap on flamers? the new heat gain is decent.(with a few of them) thought if that hard lock cap of flamers giving only up to 90% heat point is mute.

#9 0bsidion

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Posted 12 February 2016 - 01:53 PM

View PostMcgral18, on 12 February 2016 - 01:45 PM, said:


I'd hope so...but it seems you're right.

I mean, 1 DPS would be a reasonable place for them, but to cut that down to 10%?

PGI has found a new low...let's hope the heat isn't as Terribad as their balance.

Yeah, if those notes are accurate the damage nerf is a little odd, but 4.5 HPS applied to target could shut down mechs pretty quick with 2 or more flamers. So as a utility item, there's some potential, but I guess we'll have to wait and see how it plays out in the field.

#10 Mcgral18

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Posted 12 February 2016 - 01:57 PM

View Post0bsidion, on 12 February 2016 - 01:53 PM, said:

Yeah, if those notes are accurate the damage nerf is a little odd, but 4.5 HPS applied to target could shut down mechs pretty quick with 2 or more flamers. So as a utility item, there's some potential, but I guess we'll have to wait and see how it plays out in the field.


Impossible to shut a mech down yourself, as they cap at 90% heat.

You, however, can overheat as long as far as you want.
Cue Fups 57 SHS Stalker.

#11 0bsidion

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Posted 12 February 2016 - 02:10 PM

View PostMcgral18, on 12 February 2016 - 01:57 PM, said:


Impossible to shut a mech down yourself, as they cap at 90% heat.

You, however, can overheat as long as far as you want.
Cue Fups 57 SHS Stalker.

And something else just occurred to me, with the manual shutdown override even if you do tip a mech over the edge you might just be assisting a suicide, which doesn't count for quite as much as getting credit for them melting down would.

Sure, you're taking them out of the action which is good ultimately, but the more I think about it the less I'm impressed with the implications of these changes. I'm glad they're getting looked at but I'm not entirely sold on the direction they took.

#12 TLBFestus

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Posted 12 February 2016 - 03:07 PM

So, PGI took an already useless and pointless weapon and nerfed it even more?

Thank God! I was beginning to think they were competent.

#13 Tyler Valentine

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Posted 12 February 2016 - 03:30 PM

View Postkeith, on 12 February 2016 - 01:46 PM, said:

question is did they still leave in that silly 90% heat cap on flamers? the new heat gain is decent.(with a few of them) thought if that hard lock cap of flamers giving only up to 90% heat point is mute.


Yeah, I'm thinking with 3 or 4 you could really cause some problems in a brawl without that cap. Guy's already hot then you start adding 18 heat/sec...

#14 keith

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Posted 12 February 2016 - 03:50 PM

View PostTyler Valentine, on 12 February 2016 - 03:30 PM, said:


Yeah, I'm thinking with 3 or 4 you could really cause some problems in a brawl without that cap. Guy's already hot then you start adding 18 heat/sec...


yup. the original point was they didn't want u to be "stun locked". that was even with 7 other team mates able to help with a light mech keep u shut down(lets assume it would be a light bugger doing that) now u have 11 other team mates, pretty sure that 90% cap can go and have a viable tatic of being shut down by a mech, even if it a semi bad 1 more for the lols.

#15 Lord Perversor

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Posted 12 February 2016 - 03:53 PM

View PostMister D, on 12 February 2016 - 01:43 PM, said:

I ran a 7 flamer Executioner once, was pretty pathetic, but I was able to shut people down right and left.. as well as myself.


I once run a 12 Flamer Nova, and find myself pitched against an Awesome.

He slam brake turn around and set Ludicrous speed away from me... the laughs almost killed me Posted Image

Edited by Lord Perversor, 12 February 2016 - 03:53 PM.


#16 wanderer

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Posted 12 February 2016 - 03:54 PM

And preventing stunlock would have been easy as 1) Making flamer heat classified as "environmental", followed by 2) Capping the maximum amount of environmental heat a 'Mech can take per second.

Voila, you can no longer permabroil targets.

#17 Champion of Khorne Lord of Blood

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Posted 12 February 2016 - 04:36 PM

I thought the damage nerf was pretty ridiculous, but then I realized that with 4.5 heat per second to an enemy they could actually be a very effective brawling tool.

I mean think for a moment, I could replace the 2 medium lasers in my Atlas CT with 2 flamers and throw 9 heat per second at the enemy, that trumps any heat dissipation I've seen in any mech. I could run up to an enemy and if I keep the heat on they would not be able to cool down and would overheat doing anything over than firing a single weapon at a time.

All flamer builds definitely won't be viable for much of anything, but flamers could be very strong in a pack of 2 to 4 backed up by some significant firepower and decent cooling.

#18 Metaccini Alfredo

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Posted 12 February 2016 - 04:39 PM

View PostMister D, on 12 February 2016 - 01:43 PM, said:

I ran a 7 flamer Executioner once, was pretty pathetic, but I was able to shut people down right and left.. as well as myself.



I JUST WANT TO SEE THE WORLD BUUUUURN


MY LIFE FOR HIM

ha my bro made this its awesome

Edited by Metaccini Alfredo, 12 February 2016 - 04:39 PM.


#19 Otto Cannon

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Posted 12 February 2016 - 05:53 PM

Oh dear.

All they need to do is make them slow target cooling by 30% (or whatever amount balances best) and not stack with more than one flamer. Heat to the user should be a constant set amount rather than an exponential rise.

That way you could stick one on a facehug brawler to give a cooling advantage in short range fights and the flamer would have a use without being overpowered or stunlocking anything. It could also be used by lights as a support weapon against enemies who are busy fighting teammates.

#20 Unreliable Mercenary

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Posted 12 February 2016 - 05:57 PM

View PostMarineTech, on 12 February 2016 - 01:42 PM, said:

What server have you been playing on that flamers have actually been a problem?

I can't even remember the last time I saw anybody carrying one.... Well, at least not since they unlocked them from the Adders.


Woosh.





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