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Flamethrower Re-Work Suggestion


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#21 Soy

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Posted 20 December 2012 - 03:24 PM

Ok on a srs tip for a sec -

Flamer is a beast for obscuring views. Think stuff like, flaming some Pult/Stalker/Atlas thats posted up somewhere and blinding him while your team manuevers briefly, etc.

or... think River City Night..... FC cave...

Also draws a lot of attention; possible way to force opponents to focus fire different target... maybe, I dunno, the annoying Flamer..?

Not to mention what it does to noobs...

Seriously I like the Flamer, it could be a [somewhat] legitimate damage weapon but now that they've reduced some of the shake from chained missile fire I think it's king of the "get that crap out of my face" niche again.

I get most enjoyment from Flamer on a Calvary mech like 9m or Dragon rather than lights.

Edited by Soy, 20 December 2012 - 03:25 PM.


#22 Universe Man

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Posted 20 December 2012 - 03:48 PM

Here's what I think: There needs to be a point of diminishing returns on multiple flamers. They also should not shut down any mech on their own. Mechs should always be able to recover when overheated, even if flamers are on them.

I also think that flamers heat giving effectiveness should be reduced based on the targets heat level. Ie, if the target has no heat, a flamer raises the heat level of the target the quickest. As a target gets closer to overheating, the flamer gets less effective at transferring heat to the target. At some point prior to the targets heat limit, the flamer should peter out and no longer cause heat on the target...but it could limit the targets ability to cool.

Just do not let flamers affect your ability to recover when shut down.

With that said, flamers are quite fun! I will be using them as soon as they are implemented (just hope they aren't too powerful).

#23 Leetskeet

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Posted 20 December 2012 - 03:51 PM

View PostSoy, on 20 December 2012 - 02:58 PM, said:

I don't understand the problem people have with the Flamer.

Step 1 - Get in face
Step 2 - Flame
Step 3 - ???
Step 4 - Dead mech, next target

Can't tell if stupid or trolling

#24 Liberty

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Posted 20 December 2012 - 04:12 PM

If we are going to count obscured view as the main advantage of flamethrowers we might as well add paint thrower weapons on our mechs to spraypaint the windows black on the enemy mech's cockpit. @.o

#25 Broceratops

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Posted 20 December 2012 - 04:13 PM

View PostLiberty, on 20 December 2012 - 04:12 PM, said:

If we are going to count obscured view as the main advantage of flamethrowers we might as well add paint thrower weapons on our mechs to spraypaint the windows black on the enemy mech's cockpit. @.o


the counter to this would be windshield spray and wipers. they should weigh 1.5 tons.

#26 Universe Man

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Posted 20 December 2012 - 04:23 PM

View PostLiberty, on 20 December 2012 - 04:12 PM, said:

If we are going to count obscured view as the main advantage of flamethrowers we might as well add paint thrower weapons on our mechs to spraypaint the windows black on the enemy mech's cockpit. @.o


Ya, and make them pay MC to fix their paint job :P

#27 Liberty

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Posted 20 December 2012 - 04:44 PM

Shhhh..... Don't give them ideas. @.o

#28 Stickjock

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Posted 20 December 2012 - 04:55 PM

Hoya sports fans!!... Going to move this over to the Suggestions section...

#29 Frenche6

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Posted 20 December 2012 - 06:29 PM

I enjoy that this is a "Hot" topic.

#30 Gigaflop

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Posted 24 December 2012 - 02:22 PM

I have posted in a couple places on this subject but in a nutshell
flamer should effect heat dissipation by a percentage with diminishing returns. ie.
-1 flamer 50% heat dissipation, 2 flamer 25% heat dissipation, 3 flamers 12.5% heat dissipation.
-The numbers are arbitrary. The point being; one works, nine works slightly better but is much more of a waste.
-In this model it wouldn't matter if one mech had x number of flamers or if they were disstributed amoungst the team, x flamers on target have y% effect.
- The damage is fine, it is not appropriate or beliveable to have a flamer do big tamage to a mech
- The heat build up in the flamer's mech is appropriate, As a weapon the flamer was always ment to be employed properly ie use it when your enemy can't take the heat and you can.
- The heat build up observed by the targeted mech should be enough to require more attention to heat management but not able to shut down the mech itself (using his weapons is what drives him to shut down). Perhaps 1% a sec up to a max of 50% or 70%
Those are my thoughts
Merry Christmas

#31 Goreheart

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Posted 24 December 2012 - 10:11 PM

I like the idea of the reworked flamer... napalm/gel... have liquid ammo that slowly depleats over the use of the weapon. Once out works like a regular flamer again. Could be an upgrade or a new weapon all together...





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