

Its time to turn up the heat (Flamers)
#1
Posted 03 December 2011 - 09:25 PM
However, according to the fluffy tech descriptions they are more akin to big damn plasma torches.
so what if instead of looking like this
http://t3.gstatic.co...n-a7ffSdMc42ZbA
http://www.greatdrea...lamethrower.jpg
they look more like a longer range, bigger version of this
http://grieg.gotdns....lasma_torch.jpg
http://www.planert-j...h%20tip%202.jpg
Though if you wanted to mount fuel based "vehicle" flamers, they should naturally look like the former.
thoughts?
#2
Posted 03 December 2011 - 10:37 PM
Though in Tabletop, they can be used to either damage or to increase the target's heat level. If both options are allowed, the fuel flame thrower should be used to indicate the overheat mode, while the blowtorch would be used for the damaging mode.
#3
Posted 04 December 2011 - 07:09 AM

Should look as awesome as this
#5
Posted 04 December 2011 - 11:22 AM
Given the choice between a flamer and a medium laser, you're going to pick the medium laser every single time, unless the flamer gets a serious overhaul.
#6
Posted 04 December 2011 - 11:36 AM
CaveMan, on 04 December 2011 - 11:22 AM, said:
QFT.
Damage and higher efficiency or damage/heat build-up per ton/crit space is always preferred in Battletech.
Only if you wanted to use the optional fire & smoke rules would flamers be useful. And even then you'd only want one or two. Worse, not every terrain type is flammable.
Simply put, Mechwarrior and Battletech rules are not kind to flamers.
#7
Posted 04 December 2011 - 12:04 PM
Edited by UncleKulikov, 04 December 2011 - 12:09 PM.
#8
Posted 04 December 2011 - 01:49 PM
UncleKulikov, on 04 December 2011 - 12:04 PM, said:
Flamers with no heat would let you cram like 10 of them on a light 'Mech and heatblast people until they explode, with no consequences to you. Not sure I like that.
I think the flamer producing 3 heat is fine (jumpjets vent heat from the reactor and they still heat you up) but it should be applying like....6 heat to the target per flamer (without limits on how much heat could be added).
#9
Posted 05 December 2011 - 08:21 AM
CaveMan, on 04 December 2011 - 01:49 PM, said:
They're still a 1/2/3 range weapon, so loading up 10 of them on a light mech is still worthless, even if they didn't cause heat for the mech firing them.
I'd like to see them cause 6 heat to the target mech but no damage, and no heat for the mech firing them. That would make them worthwhile to equip one or two on any mech for close combat. But having a huge number of them on a mech doesn't do any good since other mechs will keep their distance and pick you off at range.
#10
Posted 05 December 2011 - 08:29 AM
cipher, on 05 December 2011 - 08:21 AM, said:
They're still a 1/2/3 range weapon, so loading up 10 of them on a light mech is still worthless, even if they didn't cause heat for the mech firing them.
I'd like to see them cause 6 heat to the target mech but no damage, and no heat for the mech firing them. That would make them worthwhile to equip one or two on any mech for close combat. But having a huge number of them on a mech doesn't do any good since other mechs will keep their distance and pick you off at range.
As there will be no cover, no hills, no buildings, no way to sneak to the enemy...
#11
Posted 05 December 2011 - 09:29 AM
cipher, on 05 December 2011 - 08:21 AM, said:
They're still a 1/2/3 range weapon, so loading up 10 of them on a light mech is still worthless, even if they didn't cause heat for the mech firing them.
I'd like to see them cause 6 heat to the target mech but no damage, and no heat for the mech firing them. That would make them worthwhile to equip one or two on any mech for close combat. But having a huge number of them on a mech doesn't do any good since other mechs will keep their distance and pick you off at range.
Uh yeah, good luck keeping your distance when I'm 8/12 and you're 4/6 or 5/8. I can be on top of you long before you have time to disable me. I only have to get within 90 meters and then I can heatbomb you to shutdown twice over and keep baking you until the glass in your cockpit melts. No-heat flamers would be brooooooken.
#12
Posted 05 December 2011 - 10:14 AM
HOWEVER
vehicle flamers should run a lot cooler by comparison, since they are simply using fuel. tons of EXPLOSIVE HIGHLY FLAMMABLE fuel.
#13
Posted 05 December 2011 - 10:31 AM
Mechs who take criticals in areas where fuel is stored should not only risk explosion, but ongoing fire which continues to cause internal damage until extinguished.
#14
Posted 05 December 2011 - 07:51 PM
Therefore they should do wide arc area damage (also another reason why you don't usually need more than one flamer).
That would make hitting infantry easier and give them the purpose.
#15
Posted 06 December 2011 - 08:19 AM
#16
Posted 06 December 2011 - 08:56 AM
"oh god you guys there are like 15 dudes down that way!!!!"
#17
Posted 06 December 2011 - 12:15 PM

#19
Posted 08 December 2011 - 07:15 AM
Inferno Rockets are similar in Mercs MP3.1, they let you easily shutdown 'mechs, especially mediums and lights, in about three seconds, letting you take them apart and leave them for dead. Even assault 'mechs are easy to shutdown, or force a heat suicide on.
If anything, it seems Flamers should be tipping point weapons, giving heat equally to both parties. This would have the side-effect of punishing hot running 'mechs, by pushing them over the tipping point into an overheat.
Put me down as completely against any weapon that lets you walk up to a target and *****-nilly shut it down.
#20
Posted 08 December 2011 - 11:56 AM
Corsair114, on 08 December 2011 - 07:15 AM, said:
Inferno Rockets are similar in Mercs MP3.1, they let you easily shutdown 'mechs, especially mediums and lights, in about three seconds, letting you take them apart and leave them for dead. Even assault 'mechs are easy to shutdown, or force a heat suicide on.
If anything, it seems Flamers should be tipping point weapons, giving heat equally to both parties. This would have the side-effect of punishing hot running 'mechs, by pushing them over the tipping point into an overheat.
Put me down as completely against any weapon that lets you walk up to a target and *****-nilly shut it down.
Um... they were highly exploited in MW3 multiplayer where you blew up an opposing mech just my spraying them with 13 flamers.
So no to MW3 flamers.
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