Jump to content

Why Cannot We Have Inferno?


6 replies to this topic

#1 STEF_

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nocturnal
  • The Nocturnal
  • 5,443 posts
  • Locationmy cockpit

Posted 26 April 2016 - 06:07 AM

It would be a nice add.
Dmg + heat

Burn baby burn!!!


#2 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 26 April 2016 - 06:23 AM

Because - we wouldn't have the trade of: internal heatsink capacity + 9 = boom

Ok maybe inferno ammunition get a +25% chance to get critted with just 3-5 hitpoints.

Inferno didn't deal damage neither did Magnetic Pulse LRMs (always thinking at TIE Fighter when reading/typing Magnetic Pulse)

#3 Dee Eight

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 6,271 posts

Posted 26 April 2016 - 07:18 AM

As reported, except in other mechwarrior video games, flamers in battletech dealt damage alone, not heat to a mech target. Inferno SRMs only dealt heat (not damage) because unlike Mech flamers (which channeled superheated plasma from the fusion reactor and thus could damage what was otherwise normally fireproof armor) they splashed burning incendiary agent onto the mech which only applied heat during the single turn the missiles hit the mech. Since the original turns were 10 seconds long, and MWO operates in effectively 1 second turns... the inferno missiles would likewise end up seeing the heat they apply reduced to a tenth of what it was in tabletop (so 0.2 per second) and the effect would only last 10 seconds, for each Inferno SRM missile that hits. This btw is one reason the new flamer graphics look like a blast of plasma and not the huge flame effect the used to use. Of course they're still doing the mechanics wrong because again... mech flamers are NOT supposed to apply heat to mech targets.

#4 Insufficient Skill

    Member

  • PipPipPipPipPip
  • 175 posts

Posted 27 April 2016 - 01:30 AM

Y? Because it would require programming, not XML tuning.

#5 TheLuc

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • 746 posts

Posted 27 April 2016 - 09:26 AM

by game stats its 3051, if i remember wll they still not available. Ome an other note weapons are fine as they are. the game need other things than more weapons.

#6 VinJade

    Member

  • PipPipPipPipPipPipPipPip
  • 1,211 posts

Posted 27 April 2016 - 09:54 AM

I liked the old Inferno rules(far better than tw's) where they burned for x turns(which they should) depending on how many missiles hit.

as to why not?
well as someone already said its programming but it would also come down to balance.
The Flamers as they now are have become too over powered as it is turning the game into a ether shut down and be as another player put it gang Red by the enemy and their friends unable to fight back or explode and suffer penalty for suicide(which is stupid and that penalty needs to be removed for good) because you refuse to die unable to fight back"

They would have to fix so many problems before they can ever think about infernos, because lets face it, mwo is not BT and those rules do not apply here.

Edited by VinJade, 27 April 2016 - 09:55 AM.


#7 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 27 April 2016 - 11:22 AM

Inferno missles would be cool but there would need to be a sufficient trade off between them and regular missles.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users