So, in short, Pirahna was used as basis in the decision to add heat penalty of 4 flamers from what I have read. The issue is the nerf was based off a situation that is relatively rare in quick play, as many mechs carry other less heat producing weapons like mg or gauss, thus flamers are mostly useless except against a favorable matchup, i.e. a foe with medium or large lasers.
Note: In an actual battle, I fired a large pulse laser while being hit by a flamer, and it didn't send me over the limit. Most know 90% is the limit, so it never overheats a mech, so using them relies on the lack of skill of the foe and mech build, which becomes rarer with time.
I can't name a player who hasn't made the decision to trade flamers for small lasers. They underperform for the tonnage used, especially on IS side.
As someone who has tried a combo of mech and weapons, there are so few mechs suitable for flamers, even the ones with the flamer range quirks don't cut it, and I end up using them for something else.
My two flamer mechs that have actually managed to make or break a match consistently, though they aren't heading up in tier.
Firestarter-A: 8 flamers with 126m range thanks to quirks, with maxed out engine and beagle probe. If team stays together fairly well, it will make the dominos fall as each mech is overheated, then a team member can take them out for you, while keeping them seeable due to the Active Probe. Split into two 4 flamer weapon groups and activated in sequence. 2 cool shots.
Stormcrow-Prime: 12 Flamers that are split into 2 weapon groups, doing much what the firestarter does and keep them seeable with the active probe. However, I have an large pulse laser to fire should the flamer heat get too high. Not too damaging but intimidating. 2 cool shots.
Edited by SockSlayer, 03 August 2022 - 03:01 PM.