Daggett, on 04 December 2016 - 03:53 PM, said:
While i won't say that the flamers mechanics are the best possible i can't follow you why they are 'destroyed'. In my experience flamers are super powerful if not borderline OP, most players just use them wrong (which of cause is the fault of their mechanics). But if you know what you are doing, you can totally wreck havok among high-heat opponents with em even in Tier 1 matches.
They were destroyed because their "fix" was implemented when there was a known exploit that had been reported for years. Then, for PGI to compensate for that exploit, they threw on layers of convoluted mechanics that aren't explained anywhere and remain enigmatic to the average user. There's a reason they're still not seen as a solid weapon of choice to compete with other weapons that share it's tonnage. They are far from OP. They're niche, at best, particularly in their gimped state.
Also, an entirely untrue stereotype that doesn't exist anywhere in Battletech, and yet PGI is perpetuating with their "fix" to Flamers, is that Flamers do no damage to mechs. That's just completely false, go ahead and check the game rules and lore. They do the exact same damage as Machine Guns and AC/2s. PGI removing all of their physical damage is yet another facet of destroying the weapon.
Daggett, on 04 December 2016 - 03:53 PM, said:
In fact your proposed changes (2 Heat DPS instead of current 4.5) would destroy the flamer instead of empowering them, because you would need to carry way too much of them to have an effect on the enemy before he kills you.
Actually, 2 Heat Per Second, or 2 Heat DPS is enough to currently -with ONE (1) Flamer- cut the heat efficiency of a mech with 10 "true-dubs" to ZERO. That's a pretty serious effect. Two (2) would, in turn, begin applying 2 Heat DPS to the target; and from there you're doing significant heat damage to the target with additional Flamers. In the meantime you'd also be inflicting the actual physical damage you should be doing with the 1.0 physical DPS.
Doing 4.0 DPS while inflicting 8.0 Heat DPS for as long as you can maintain it would be a very serious knife-fighting weapon to contend with. However you're also still building 4.0 HPS on yourself while doing this so it's not something you can maintain forever. Thusly it simply and elegantly eliminates the stun-locking of the old exploit, it bypasses any convoluted mechanics, and the Flamer would be still performing its proper role as it was intended.
One Flamer shouldn't, by itself, be able to max out the heat damage on an enemy within the "free fire" time. Of course the "Free Fire" time is also a convoluted mechanic that shouldn't exist.
Daggett, on 04 December 2016 - 03:53 PM, said:
Sure, you may fire them all day long with enough HS when the exponential 'flamer-overheat'-mechanic is gone, but most enemies will still plant some alphas into you while you have to constantly face them to slowly apply some heat.
You wouldn't be able to fire them all day long, just as you can't now. Of course your own actual heat dissipation would also play a part instead of convoluted "free fire windows" and 4.25 second + time fired "pseudo-cooldowns".
On top of it, think about 2.0 Heat DPS and compare that to the dissipation of mechs now. Lets take the typical Laser Vomit Timber Wolf with ~24 Double Heat Sinks.
- Like mechs in TT, the sheer volume of Heat Sinks provides some resistance to assaults by Flamers.
- 10 True Dubs = 2.0 HPS Cooling & 14 x 1.5 Externals = 2.1 HPS Cooling: Total 4.1 HPS Cooling.
- Two Flamers would be needed to essentially eliminate all cooling on this Timberwolf. However, you'd still be inflicting 2.0 DPS AND they wouldn't be cooling hardly any at all (0.l Cooling).
- Anything over 2 Flamers (a stock Firestarter comes with 4) would build heat on the target at a rapid rate . . . for example 1 C-LPL builds 2.29 HPS by itself. 2.0 Heat DPS is nothing to scoff at.
Daggett, on 04 December 2016 - 03:53 PM, said:
That's why flamers right now do work quite well: You get in and overheat the enemy with minimal facetime (of cause depending on how much flamers you bring). And the exponential component ensures that you can't keep the target at 90% heat all day long.
It's convoluted, impractical, and the numbers are terribly tuned. Again, one Flamer shouldn't do 4.5 Heat DPS by itself and
-more importantly- absolutely zero weapons in the game should be able to be fired for free.
Let alone the fact that in the 4.25 second "Free Fire" + 4.25 second imposed "pseudo-cooldown" for a total of 8.5 seconds of minimum Flamer downtime, that 24 heat sink Laser Vomit Timberwolf just cooled 34.85 points of heat . . . more than enough to turn around and melt your face off . . . while you have absolutely nothing to show for it from the use of your Flamers.
The proposed changes I'm making would keep Flamers consistent, make them highly functional, and not broken in either direction. Even if the numbers don't work out perfectly (maybe 2.0 Heat DPS is a little low in the long run) then it can easily be slightly tuned. Regardless, the horrible setup that exists now needs to go away.
Daggett, on 04 December 2016 - 03:53 PM, said:
Maybe 4.5 Heat DPS are a bit too much, but 2 would definitely be to low to make them worthwhile, even if you could nonstop troll the target with em.
As shown above, it's not too low per individual flamer AND they should have physical damage to go with it, so they're certainly no trolling weapon. At the same time, they'd be generating more than enough heat on the user (as much HPS per Flamer as constantly firing a Clan SPL or IS ML) to limit their firing and prevent abuse.
The change is a win-win for everyone. Its terribly disappointing that PGI hasn't enacted it, yet, especially since it can all be done with mere XML file changes.