

Flamers and Machine Guns?
#1
Posted 06 March 2012 - 03:58 PM
BUT one day, Blake willing, we're going to see infantry patrolling the fields, capturing points that big 'Mechs can't (the role they often serve on the tabletop, actually) and being somewhere between a pain in the actuators to a major threat, depending on the terrain and how much anti-infantry weaponry the 'Mech they're attacking possesses (platoon vs. 35 ton Firestarter, Firestarter wins; platoon vs. 65 ton Catapult, platoon wins).
So, my question to the community: when the devs are creating a 'Mech with anti-infantry weapons in the game universe, should they port that over in the hopes that we'll one day get infantry? Or should they replace it with something like armor or ammo, since we might never get infantry... with the possibility of redoing those 'Mech variants to include those weapons again if infantry ever get added?
I personally think they should have the little guns, both for being closer to canon, and to apply continuous prsesure on the devs to add infantry/light vehicles. If we replace 'em with ammo or whatever, then we might never see infantry squads, which is a big loss for people who want to play "Combined Arms Commander"
Plus, adding flamers means we might one day get advanced flame effects, like setting trees ablaze and creating smoke screens or impassable scorching terrain.
#2
Posted 06 March 2012 - 04:03 PM
It was 20 tons. It was fast. It had a flamer on each arm, and was meant to work in groups of no less than SIX. And it was named the Fire Ant. It was my most favorite light Mech. However, alone, it was pretty useless. LOL
#3
Posted 06 March 2012 - 04:04 PM
#4
Posted 06 March 2012 - 04:05 PM
I can imagine someone fielding a mech of some description armed with just flamers going around overheating people, that would be annoying haha.
Edited by Sears, 06 March 2012 - 04:06 PM.
#5
Posted 06 March 2012 - 04:12 PM
However, that's most likely the implementation of them. Machine Guns closer to the table top implementation would likely serve less purpose against all but the lighter mechs. So, yes, I hope they include light vehicles and infantry to take care of in some form or another. When the Clans come we'll definitely need them to take care of elementals.
#6
Posted 06 March 2012 - 04:14 PM

Additionally, we already know that the flamer is in:

It was revealed in the Jan. 31 announcement.
Also, several of the ISN posts have metioned non-'Mech combat vehicles as existing in-universe (see here), and a few have mentioned infantry-specific topics (such as a new laser rifle mentioned in the Jan. 29 ISN post).
#7
Posted 06 March 2012 - 04:19 PM
I did that once while playing MW3. Something like 10 or 12 clan MG's.... the enemy mech didn't last long... but the down side was I ran out of ammo quick. It was a fun experiment tho.
#8
Posted 06 March 2012 - 04:23 PM
Flamers are definetly a considerably more niche option.
#9
Posted 06 March 2012 - 04:27 PM
#10
Posted 06 March 2012 - 04:28 PM

The Piranha says MACHINE GUNS ROCK.
#11
Posted 06 March 2012 - 05:09 PM
1-Burn 'em up,
2-Shut 'em down,
3-Drop Arty on their heads
Hard to do but bloody hilarious when ya manage it

#12
Posted 06 March 2012 - 05:22 PM
#13
Posted 06 March 2012 - 05:25 PM
it really dont matter how many MGs there are, you just should not be able to damage MECH ARMOR.
but since MGs probably will make into the game, much like many past games, well just say the MGs are large bore (14mm +) loaded with high power AP incindiary rounds and only go fast enough to damage mech armor at under 90m. anything beyond that the rounds just dont have the KE to damage armor
#14
Posted 06 March 2012 - 06:24 PM
Tabletop-wise, they're more useful than you'd think. The nice thing about Machine Guns is that they take up almost zero weight, so you can toss on a half-ton of ammo and 4 machine guns (which takes up 3 tons at the most), and you have as much punch as a Large Laser at close range.
#15
Posted 06 March 2012 - 06:33 PM
#16
Posted 06 March 2012 - 06:41 PM
Disclamer: I was cheating to try it out but still be able to out an assult mech if close enough

#17
Posted 06 March 2012 - 08:57 PM
Strider with 16 machine guns, infinite ammo turned on, and instant action progressive waves. No invincibility but I eventually got tired of killing assault mechs while they slowly tried to catch me while circling.
In great enough numbers with a good supply of ammo machine guns hurt. I've never had any practical use for flamers except for a flamer boat puma but you had to get so close it's almost useless.
#19
Posted 06 March 2012 - 09:23 PM
#20
Posted 06 March 2012 - 09:36 PM
LordKelvin, on 06 March 2012 - 09:23 PM, said:
Of course, the issue with a design like the Piranha is its an explosion on legs.
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