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Flamers


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Poll: Flamers (264 member(s) have cast votes)

How would you rather flamers work?

  1. A continuous spray of flames at a short range until trigger is released. (118 votes [44.70%])

    Percentage of vote: 44.70%

  2. A continuous spray of flames at a short range until trigger is released, but only for a limited time. (103 votes [39.02%])

    Percentage of vote: 39.02%

  3. A brief one shot napalm blast at a short range. (43 votes [16.29%])

    Percentage of vote: 16.29%

Should flamers have a recycle time?

  1. Yes. (153 votes [57.95%])

    Percentage of vote: 57.95%

  2. No. (111 votes [42.05%])

    Percentage of vote: 42.05%

Should Mechwarriors fear flamers for any reason other than simply their heat output?

  1. Yes! Flamers should in some way cook or damage armor! It's a friggen flamethrower! (38 votes [14.39%])

    Percentage of vote: 14.39%

  2. Yes, but a very small amount. Lore indicates flamers are not very effective against armored targets. (174 votes [65.91%])

    Percentage of vote: 65.91%

  3. No! It's in Canon that flamers are only effective against unarmored infantry and vehicles! (52 votes [19.70%])

    Percentage of vote: 19.70%

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#1 Tremor

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Posted 18 April 2012 - 07:58 PM

Sorry for doing another poll so soon, but I noticed in the artwork that flamers will be making it into the game, which I am thrilled about. Unfortunately, so many past games have done terrible job at implementing flamer weapons. While I believe our devs will do a great job, I still am interested to see how everyone here thinks they will work. Well, that and I don't know in Canon how they work, ha ha.

In addition, I feel I should let everyone know that this poll has nothing to do with the fact that the Firestarter should be implemented in MW:O. Seriously, it should... (pretty please)
>.>
<.<

Edited by Tremor, 18 April 2012 - 07:59 PM.


#2 Insidious Johnson

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Posted 18 April 2012 - 08:13 PM

Flamers should encourage mobility, sensible builds, and team awareness. In the past, they have rarely accomplished that except in boated fashion.

#3 Hanatoro

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Posted 18 April 2012 - 08:25 PM

With the role warfare one of the ideas I kicked around with a few of my friends was using a fast and moblie mech with flamers to give aid to their lance-mates. Forcing an enemy mech to shutdown from overheat would give the team a chance to either wail on it without fear or a chance to escape.

#4 r1oh7

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Posted 18 April 2012 - 08:26 PM

Flamers and/or heat building weapons should be included and somewhat effective, the scout class needs to have a chance at surviving open conflict and imobilising targets for artilery ;) hopefully it'd add another dynamic, exactly as Insidious Johnson said :)

#5 Jonas

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Posted 18 April 2012 - 08:32 PM

Flamers are great till so one gets a critical on the fuel for it



#6 80sGlamRockSensation David Bowie

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Posted 18 April 2012 - 08:44 PM

If you're going up against a lance of scout who happen to all have 2 flamers, you'd be in deep s*** as far as I'm concerned. Just hope they don't all focus on you and notice your build happens to run warm...


Anyway, Flamers (in small numbers) shouldn't be used as a way to force the enemy 'mech to overheat, but instead be used to keep an enemy running warmer than he/she wants or as the 'straw that broke the camels back'. Likewise if you start spraying an overheated 'mech with a flamer, it should take that 'mech a little bit longer before they start up again. On the other hand, if a coordinated lance is baring several flamers and focusing that fire on you, then yeah -- you'd better hope not only your config runs cool, but you have some intense heat management skill , too. Granted, 4 lights against a single 'mech is bad news, regardless. But I suppose in a more equal engagement it could be a very effective method of "crowd control" to help keep a warm 'mech out of the fight, if not only temporarily.

Edited by mwhighlander, 18 April 2012 - 08:46 PM.


#7 Rejarial Galatan

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Posted 18 April 2012 - 10:43 PM

flamers should have a continuos spray until you let go of the trigger or until it runs out of fuel. Also, it SHOULD be able to over heat mechs and POTENTIALLY cause a fusion reactor failure or ammor detonation.

#8 Fameth Sathronaveth

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Posted 18 April 2012 - 10:51 PM

Flamethrowers are also great for areas of a mech that have already been stripped of their armor... Imagined whole strands of myomer just sizzling and peeling away, ammo exploding because the cASe got fried, heat sinks and equip melting, and the victim's arm or leg just sagging. Yeah.

#9 SavageMind

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Posted 18 April 2012 - 10:57 PM

I was always a fan of flamers on the premis of keeping my opponent too hot and forcing a overheat shut down. Especially the Energy weapon lovers. Muaaaaahhhahah ;) :) :D

#10 soulfire

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Posted 18 April 2012 - 11:22 PM

Saw too many flame boats in mech 3. Shadow cat with 8 or more flamers was rediculious, strip some of the armor off it so you could make it go faster then just zoom up to someone and flame them continuosly. In fact that may have started to boating of mechs. Combat the flamer cat you made a streak boat sunder or something just loaded up with streaks, and your sunder with two ac20's running around..ah the old days

#11 Volthorne

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Posted 18 April 2012 - 11:22 PM

Not sure why the poll is going in the "low damage flamers" direction, has anyone ever SEEN what a flamer can do to armoured vehicles? If you don't fry the people or slag the electronics inside... Stuff starts to slowly weld shut. We're talking about a weapon that can project flames for 50+ meters, which would use a liquid fuel (similar to napalm), and that stuff tends to stick to whatever it hits.

#12 EDMW CSN

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Posted 18 April 2012 - 11:24 PM

Targets should be generating heat over a period of 10 seconds when hit by a flamer and still take some damage from the initial burst of flames.

As for flamers, they are not NAPALM or that sort of fancy low tech stuff, it is the super heated plasma that is throw out from the reactors of mechs, and boy do they melt and take a while to cool.

Edited by [EDMW]CSN, 18 April 2012 - 11:26 PM.


#13 John Clavell

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Posted 18 April 2012 - 11:34 PM

Well we know flamers are going to be in the game. It will be interesting to see how they work. I'm going to guess it will be about heat transfer.

#14 MaddMaxx

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Posted 19 April 2012 - 07:10 AM

Quote

"
Description

Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release.[3] An extremely short-ranged weapon, the Flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat levels. The Flamer is also often used to set ambient objects such as trees aflame, making it useful for burning forests or cities in order to slow the enemy down or cover friendly movements. A clear example of such is the Firestarter BattleMech.


For 3 Heat to you, you do 2 damage (and add heat ??) to the enemy. How about switch it to 2 Heat to me and 3 damage to enemy (+ added Heat ??)

#15 Pulispher

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Posted 19 April 2012 - 03:55 PM

A short range continuous spray, that heats them up like a mother. Balanced with no DMG and heats you too.

Seems elementary

#16 Yeach

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Posted 19 April 2012 - 05:06 PM

I think flamers should work the reverse way of a heatsink when the trigger is pulled.
Instead of doing -0.1 heat / sec, your flamer would be doing +0.2 heat / sec to the target.

#17 Solis Obscuri

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Posted 19 April 2012 - 05:12 PM

I think flamers producing 3 heat, while delivering 2 damage and 2 heat to a target, works fine. I prefer they have limited duration and a re-cycle time so a single flamer isn't god-mode powerful like it was in MW2 Mercs/GBL. The hardpoint system should eliminate any major boating problems.

I really hope we have a destructible environment, though, so they can be used to set fires - that would be awesome! :)

#18 Zynk

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Posted 19 April 2012 - 07:20 PM

IMO flamethrowers should have a limited effect but cause heat problems.

#19 wwiiogre

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Posted 19 April 2012 - 08:34 PM

damage and heat to target mech, not one or the other, never understood how TT rules allowed a pilot to choose how the damage was applied when the firing was the same.

Also we used house rules for our table top and had the heat last for more than one TT turn or more than 10 seconds. We allowed a mech pilot to choose to spend his entire next ten seconds putting the flame out and it would have no further effect. Otherwise the flamer did 3 heat the first ten seconds and 2 damage, 2 heat the next ten seconds and 1 damage and 1 heat the last ten seconds. Making flamers scary again and making them have a use and playable other than anti infantry, but not so overpowered that everyone wanted to use a firestarter, yet we always had one pyromaniac in the game. And every once in awhile he was the MVP. I could tell you tales what the crazy man did and you have to be crazy to get that hot on purpose.

chris

#20 LordDeathStrike

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Posted 19 April 2012 - 08:45 PM

View PostJonas, on 18 April 2012 - 08:32 PM, said:

Flamers are great till so one gets a critical on the fuel for it




flamers dont have fuel on mechs, they vent plasma from the reactor. the only fuel flamers in use are on ground vehicles that dont have reactors and have to rely on chemicle ones.





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