My main concern about their preposed MG change is that the damage buff is going to be pathetic and the improved crit chance is still going to be just junk unless those MG's can absolutely gut opponent components once armor is gone.
As for the flamers it's clear they don't want flamers to be able to overheat enemy mechs just make them more likely to overheat themselves.
What I propose is that flamers instead be able to increase enemy mech heat lvls only up to a certain percentage. The higher the enemy heat gets too the percentage cap the slower the heat generates and the cooler they are the faster it raises. As for multiply flamers they not only increase the max heat percentage you can reach but also increase the rate at which you can hit that cap.
So let's say one flamer can heat a mech too 50% and each additional flamer adds 3 percent, so even a a HNK-4P with 9 flamers could only raise a mech too 77ish% and can do so very quickly. Or they can simplify it and fix the heat generation percentage cap at 70% and just make every additional flamer increase the heat generation rate.
Another thing they can also add is make flamers add a 2 sec debuff that gets stronger the higher the enemy heat lvls get on targets that can make the enemy mech generate more heat for every weapon they fire or soften recently hit armor making it more succeptable to weapon fire.
Also flamers sould be excellent against ammo making it super easy to trigger ammo explosions UNLESS you have CASE. So if your fool enough to carry alot of ammo and not case it if your internals are exposed there you better expect the flamer mech too destroy your ammo and mess up your internals and will make CASE useful again.
AS for damage it should do at least small laser damage but unlike SL's it does so in a small cone aoe distributing the damage evenly. Flamers need too do decent damage so they aren't worthless the range on flamers are already really short. In TT they do 2 damage just like AC2s.
Edited by Destoroyah, 21 December 2012 - 01:59 AM.