Tl;dw:
Flamers aren't OP now. They are just very unfair in 1v1 while being a bit rubbish in everything else. They aren't as much fun to use as they should be and you often feel like you aren't achieving anything.
Solution: give flamers a duration and cooldown, like lasers, and a recharging ammo pool that prevents boating and increases their burst effectiveness. The ability to dump 20 heat into a mech with a trigger pull will turn flamers into fearsome shock weapons that throw their target off balance while losing their current ability to stunlock.
If that interested you (either positively or negatively), be sure to
Edit 22/02:
1453 R volunteered this lovely synopsis of my video while I was travelling and unable to provide one. Really terrific effort, man, thank you.
Here's a brief overview of the proposal, for those who absolutely refuse to watch a video. Stills from the video are hidden in spoiler tags for ease of reading.
First image, an overview of the pros, cons and... bigger cons... of the current system.
Flamers are badly balanced.
When you are locked into close combat with one enemy mech (either as part of a larger fight or when you have caught them on their own) flamers provide you with an absurdly unfair advantage. I say this as someone who has been abusing flamers all week. I have yet to be on the receiving end. This isn't a ragepost, it's a 'I feel sorry for these people' post. Everything other than AC5 boats can be stunlocked. It's no fun for the victim and, frankly, after a while it got boring to inflict something so grossly unfair.
On the other hand, flamers are really terrible in large fights where you can be focused by multiple enemies. You have to facetank to use them and it takes painfully long seconds before your target is actually heated up enough to be in trouble. Many large fights are decided long before then. The result is you either not using your flamers effectively (wasting the tonnage) or getting yourself cored out.
The solution is to give them greater burst potential – thus making them useful in large, faster fights - at the expense of reduced long-term performance.
How do we give them burst ability? Give them a fixed duration and cooldown, just like a laser.
Let's use some rough numbers for example. Final figures can be found through playtesting.
Open the spoiler for the stats.
This would let them inflict an average of 4 heat per second, similar to the 4.5 value in the game right now. Because they apply this heat in big whacks spaced out by a few seconds, we have a number of interesting consequences:
- The player on the receiving end is better able to return fire provided they time their shots well.
- But those giant, sudden whacks of heat can really throw them off balance or delay their fire for a seconds, turning flamers into a strong shock weapon.
- Additionally, if a flamer user times it well, they can fire a burst in the middle of an opponent's laser alpha to trick them into shutting themselves down.
- Further, the flamer user can torso twist to mitigate damage, removing one of their key deficiencies.
Let's have a pool of 100 units of plasma. Each flamer burst consumes 25, and the pool recharges at 2.5 per second. Again, rough numbers. What this means is that the more flamers you have, the sooner you have to slow down your flaming. This adds a penalty for boating (which does not currently exist!), while still allowing up to 4 flamers to be viable. The recharge rate allows a mech to fire a flamer every 10 seconds after the initial reserve is depleted, giving a sustained heat damage of 2 per second, which is the amount that 10 doubles sinks can dissipate. Essentially, even in a long fight you'd be able to drastically reduce your opponent's cooling, but you'd only be reducing their dps, not their ability to actually return fire.
Here's a mockup of how this would look on the weapon display.
And here's an overview of how increasing numbers of flamers would perform. 2-3 is the sweet spot with 1 and 4 still being viable.
And here are some additional ideas that aren't essential to this mechanic but are worth consideration. Watch the last 30 seconds of the video for embellishment. Sue me.
And a slide that sumarrises the main thrust of this proposal, in case you skim-read this:
FAQ:
(Comments that I've addressed here and elsewhere a half dozen times already. I will add to this as necessary.)
'But if someone is caught on their own they deserve to get killed!'
Oh I agree. But there's a difference between simply deserving your fate and being guaranteed an unfair fight.
Either way, this is not a very relevant point but I've seen it thrown around a lot to try to distract from the issue at hand: the problem is that in a fight between two mechs where there is minimal interference from others (which can, and does, happen even when teams are sticking together and playing well, it's just a normal part of group combat) the flamer-equipped mech will have a decisive advantage over their opponent. Anything other than an AC5 boat is forced to chain fire their weapons. The result is devastating for the flamed mech.
Don't believe me? Watch Ninjamoose and I jump two heavies.
https://www.youtube....BtlqLPk#t=7m24s
They did nothing wrong, but the fight splits into two little duels which we both win by a huge margin because of how bad flamer stunlock is. And then ten seconds later we stomp a Gargoyle and Locust by an embarrassing margin.
'But you can still return fire! You just have to chain fire!'
You can test why this is rubbish without even having to find a foe with a flamer. Take your favourite brawler for a spin, with one twist: you are only allowed to fire one weapon every second to simulate being held at 90%.
Did you get cored out in under ten seconds? Congratulations, you aren't in Tier 5.
Did you do ok? Commiserations, you are in Tier 5.
Torso twisting and firing your weapons as an alpha are so completely fundamental to good brawling that you simply can't compete when you are forced by a flamer to not do either of those things. If you don't like that torso twisting and alphas are essential then make a different forum thread and complain about the general state of the game. Don't do it here, it's not relevant.
'I think flamers are fine as they are.'
Fair enough. I disagree strongly with you and I highly doubt you've spent more time using flamers than I have (RIP my life). But we can't all agree on everything.
However, we can still get along. If by 'fine' you mean they aren't over/under powered then I would implore you to consider these particular advantages of this mechanic:
- No more face tanking. Compare how much more useable autocannons are to machine guns. If you think machine guns are fine then you need to get your Tier up some, scrub.
- Improved 'quality of life'. By replacing PGI's sloppy and bewildering heat increase mechanic with a simple, readable hard limit, you only have to keep mental track of cooldowns and ammo usage (which you are used to already) instead of nursing your flamers like a bunch of damn Tamagotchi.
- Addition of a boating penalty that doesn't remove the ability to nuke the hell out of someone's heat bar. 12 flamer novas are a sweet, sweet drug. You need encouragement to kick this habit.
Edited by Fantastic Tuesday, 22 February 2016 - 03:30 PM.