Flamers
#41
Posted 17 July 2012 - 11:57 AM
I also love setting forests on fire to overheat my enemies who are standing in them.
#42
Posted 17 July 2012 - 12:10 PM
Personally think you should be able to shoot the stream as long as you hold down the fire button till the fuel runs out (ammo based)... tho, the flamer supposedly uses heat generated by the reactor, the heat generated by firing was due to the ambient flame outside the mech. Makes you wonder why it wouldn't do more damage to armor, especially ablative, if it could cause that kind of build-up on its own.
#43
Posted 17 July 2012 - 12:16 PM
CBT stats for the Flamer are: generates 3 heat, 2 damage, 3 hex range, but I don't remember how much heat the add to an enemy mech.
While the Flamer Article I linked says that they operate on/as vented engine heat the Fluff for the HER-2S Hermes II in the original Technical Readout 3025 book says that it's Olympian flamer is fuel based. I don't know if that was changed in the revised edition or not. It would be interesting to have the option between fuel and vented flamers, perhaps a fuel version could generate less heat for the firer but have limited ammo and the risk of ammo explosion.
P.S. If Elementals show up with with the Clans I'll be putting at least one flamer on every mech I pilot
Edited by Dvinn, 17 July 2012 - 12:26 PM.
#44
Posted 17 July 2012 - 12:38 PM
Xandralkus, on 17 July 2012 - 11:55 AM, said:
I would like to see the MWO flamer follow Mechcommander 1, and exist as a useful brawling weapon. It should not be useless against any mech, regardless of their heat management capabilities. The fact that it applies heat to the target should be a purely ancilliary function.
Flamers should do less DPS than lasers, or perhaps weigh more and do similar DPS, but the rate of fire should be low. Low enough to justify large bursts of damage as opposed to the faster recharging and more sustained damage of lasers. Personally, I'd like to see a stream of fire for 1 second or so, mimicking the short damage-over-time of other energy weapons.
Remember that lasers flash-melt or flash-vaporize things on contact as a method of doing damage. Technically, this should apply 'heat' to the mech, but it is apparently not a statistically significant amount, even among spectacular laser barrages. Even a white-hot jet of superheated plasma shouldn't interfere too greatly with heat dissipation.
What is good game design and what is historically accurate are not always the same. Mechwarrior Online is a game, not a Battletech historical documentary. As such, game design comes first.
TLDR: The primary objective of a weapon is to do damage. This model works for a reason. Flamers are weapons - and first and foremost, they should do damage. Any other effect they cause (heat) should be purely secondary.
sad but COMPLETELY wrong!
1. the primary funktion of a weapon is NOT to deliver damage but to BEAT the opponent! doing damage is ONE way... the flamer is usefull to reduce the ability to use heat building weapons - or if they are already fired to drive the opponent into shutdown/ammo exposion...
2. in TT you can ignite any square with the flamer, generating smoke which gives visual cover. played with a gamemaster and visibility checks a firestarter can turn into hell of a scout. seeing the enemy is nice, but the ability to hide his teammates is his main advantage imo...
3. the heatsinks transfer heat from the mechs interior to the surrounding air. when hit by a flamer, the air heats up beyond the internal temperatur and suddenly the heatsinks start to transfer the heat INTO the mech. a laser tries to focus his energy (heat) on a single point - heating the air is a unwanted side effect there...
Edited by Gendo, 17 July 2012 - 01:12 PM.
#45
Posted 17 July 2012 - 12:56 PM
Also I disagree with Xandralkus, If a game deviates too much from it's source material, even in the name of game design it can loose touch with what made it cool to begin with. Yes we need game design/balance/as few exploits and bugs as possible but in the end it still needs to be battletech/mechwarrior.
#46
Posted 17 July 2012 - 01:28 PM
Dvinn, on 17 July 2012 - 12:16 PM, said:
its +6 heat for a full burning mech as far as i remember. and only +6 - no matter how many flamers have hit for you can only burn ONCE at a time...
#47
Posted 17 July 2012 - 01:37 PM
Guys, I think MechAssault did it best with the firing mechanics where you could fire it for as long as you could keep cool. I mean it was kind of overpowered with the whole overheat the enemy mech so they can't fire and cause insane amounts of damage, but it would work as a great suppression weapon up close if they didn't cause bookoo amounts of damage (Or personally, ideally any). I mean that one light mech that knows they've ran in to something over their head could quilckly spray the Atlas that's trapped them to get it's heat up then run off.
#48
Posted 17 July 2012 - 02:32 PM
#50
Posted 17 July 2012 - 10:05 PM
#51
Posted 18 July 2012 - 07:05 PM
Though we will probably know what environment we will be dropping into, Im guess we wont know what mechs our enemies are dropping in. If we did, I could see a case where an antidorte for a mech with poor heat dissipation is to drop in the Firestarter.
#52
Posted 18 July 2012 - 10:22 PM
i liked flamers, the made things interesting.
Edited by JFlash49, 18 July 2012 - 10:23 PM.
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