That all still stands in my thoughts after doing Flamer testing. I still don't understand why PGI has decided to double down on their terrible mechanics for this weapon by implementing nodes that revolve around these mechanics.
Now, while these nodes might not be Flmaergeddon 2.0, they very well could lead to it. From what I'm finding (given human reaction times), these nodes do, in fact, increase the speed at which the "pseudo cooldown bar" depletes. Russ told us that the numbers HAD to stay where they were in order to prevent an exploit. Russ said that to decrease the numbers ANY could lead to exploitable values where people could keep opponents stunlocked without penalty.
So what do they do? Exactly what they said couldn't and shouldn't be done at the time of Flamergeddon. Granted, the values are so small right now that there's extremely little difference (less than a half second), but of course to balance the nodes to make them worth the investment, the values would need to be much higher. That would, of course, lead to a fully exploitable weapon system and Flamergeddon 2.0. That's not going to happen; and therefore that leaves us with useless nodes.
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I don't want that, I don't think any other player wants that, and I don't think PGI actually wants that (despite all of their efforts to convince us otherwise). That said, here's what I'd recommend PGI actually do with Flamers, since we're presented with a golden opportunity to fix this poor weapon system that's sat in a terrible state for far too long:
1. Dump the exponential scaling mechanics and "pseudo cooldown bar" for fixed, flat values. The bar might work well for a RAC, but it doesn't work for a Flamer.
2. Set the Flamer's base stats to a fixed and flat .8 DPS, 1.6 Heat DPS, and 1.0 HPS. These numbers are, of course, subject to change and balancing, but I think it's a nice place to start and a fair compromise with PGI over what I've advocated for in the past.
3. Put the two Flamer nodes at 12.5% (each) increase in Heat DPS and HPS to then get the Flamer to .8 DPS, 2.0 Heat DPS, and 1.25 HPS. This makes the Flamer not OP, but certainly a viable weapon system for what it's intended to do.
Come on, PGI. Please? Work with me, here. I've done my best to be as patient as possible; and at the time of Flamergeddon Russ stated that the time to discuss changing the Flamer's core mechanics away from the exponential acceleration values was a discussion for a different time. Why can't now be that time? With all of the new tech coming in now is the perfect time to address this weapon system's problems.
Can we at least get a dialog going here with some kind of PGI response as to the logic of these decisions and why we haven't addressed the inherent flaws of the Flamer, yet?