However, since this is posted in Battlemechs: Here are some of my Flamer build recommendations, and lack thereof:
1. For any flamer build: Always extra armor, speed, range, heat reduction, and radar deprivation in the tech tree. You will need these to get the use out of it.
2. Accessory vs. Boating Styles: In accessory, there may be only one to three flamers that work to hold the foes heat up, while many normal weapons alpha the target, in contrast, the boating style (at times this is considered the true flamer player style) means flamer total will out number normal weapons and max I have found to be helpful is 12, past this, burn time will be too short.
-Stormcrow-PRIME (Yes, boating style): Not the first mech I would have thought would work well with this, but its balanced stats of speed and armor make it good for this. Build Involves a fair amount of double heat sinks, 12 flamers (Fired in separate weapon groups for penalty avoiding), and a large pulse laser. If you want to ensure damage, you can drop 6 flamers for small lasers, though I haven't since it is the only design I find you can run with that many. (Update: I dropped 8 of the flamers, and have 4 now, and 3 plasma cannon to stay with the heat theme, it deals abit more damage.)
-Adder-Warthog (Yes, accessory style): using 1 flamer is nice to pair with a 14 hvy mg warthog (ap gauss takes more room, and might not be best for all as you need to have a good aim), this setup up means you can fire the flamer with the hvy mg and really ruin their day.
-Stone Rhino-SR-6 (Actually No or Accessory use only): While in lower tiers, it had some fun with 3 er large lasers, 12 flamer combo, and could score decently, it is very reduced in its effectiveness at higher tiers. Boating will not be beneficial due to low mech speed and short range of flamers. It is recommended it be used with a er large laser, er micro combo.
-Nova-Prime or Breaker with prime arms (Surprisingly, No): While like stormcrow it can boat that many, it doesn't have enough armor and speed to properly last in a battle, short range maps may help to some degree, but if you want to be useful, you have to assume you could end up at Alpine Peaks or Boreal Vault in faction play. Accessory use only.
-Firestarter (For me...also no) While it is quirked for flamer range boost, it isn't enough still when you consider how easy even with high speed it is to kill one of these mechs, not many heat sinks possible either. Maybe once range gets to 150m like it should be...
-Vulcan(Yes, Accessory) Like Firestarter, it is quirked for flamers, but with actually enough armor to save your bacon and pull off some moves. The best one has 130 m flamer range when researched.
-Crusader-14 energy hard-point variant (Sorry, but no.) The reason here is because there is no protection from either structure or armor quirks, no heat reduction quirks, or range boost quirks.
-Orion (Yes, Accessory and Mild Boating) The variant with 4 energy, 2 missile and 1 ballistic does well with a 4 flamer, 2 srm 6, 1 magshot approach. Its crazy high armor quirks make it a tank in general, and works just fine when you got long-term cooking to do. Stay with the group though, its not immortal.
-Direwolf and Gargoyle (No, but works ok with the alternative heat weapon for clans, plasma cannon)(Update: a Gar-D with 12 flamers and 4 sml pulse makes a somewhat punchy brawler, also recently tried srm 6 and 2 hvy sml lasers, and gave other torso 10% range to really give the flamers the extra range they need, and actually not scoring so bad).
-Piranha (No) Despite the controversy around this mech, actually not good for flamers either. Before nerfs of exponential overheat and Energy HSL Limits, it actually was overpowered, but after these nerfs, it is just par for the course while many other mechs suffered for it, though vulcan and firestarter flamer range quirks somewhat remedy this, and other mechs have heat reduction quirks and various levels of range boosts.
-Supernova (Yes, Boating and Accessory) While slow, it is possible to put an insane number of heat sinks on this, making it good for flamer and plasma cannon use, it has a small energy range boost on some, and structure boosts too. Like Orion, it will tank some damage, but with additional heat sinks, it can do a long burn. I use the 6 flamer, 1 plasma cannon approach with 49 standard heat sinks, but likely need to do 4 plasma, 3 flamers at higher levels, and may need er ppcs or er large lasers in faction match, ruling out boating.
-Linebacker (Lower tiers only) Although I have done 8 flamers on these, low heat sink capacity will not work in your favor, and it is physically bigger to hit than stormcrow.
These are just some of many builds I have tried: some do work better than others, and it will come down to your own skill, internet, and computer speed.
Many mechs use the accessory style, but very few can get away with boating style, perhaps there is some variant with quirks I have not tried yet...Please share if you know of one.
Edited by SockSlayer, 08 October 2024 - 10:14 PM.