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Mg's And Flamers


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#1 Destoroyah

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Posted 21 December 2012 - 01:56 AM

Everyone knows Machineguns and flamers are junk.

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.


#2 Brilig

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Posted 21 December 2012 - 02:14 AM

I would caution against making the machine gun too powerfull. I am all for a small buff to their crit damage, but I don't think they should be "absolutely gutting" mechs. A range buff wouldn't be bad, 90-200 meters is pretty sad.

I will be interested to see what exactly they do with flamers. Right now they seem to increase the amount of heat generated when a weapon is fired but they do not do much if anything to heat dissipation or raising the heat % on the enemy mech. They are great for blinding people though.

#3 Vassago Rain

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Posted 21 December 2012 - 02:18 AM

Make flamers work like they're supposed to. That is, they overheat people if you keep burning them for awhile.

The more heatsinks you have outside the engine, the longer it takes for you to overheat, like a sort of fire resist. There, problems all solved. You can't troll slow assaults.

#4 Destoroyah

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Posted 21 December 2012 - 02:37 AM

The problem is MG's have such pathetic damage at 0.04 now that even if you crit the crit damage is still going to be crud. Machine guns by table top rules do 2 damages the same as a AC2 and currently don't even come close and the MG's downside is there extreme short range. I think MG's do reach up to 180m but do reduced damage unless within 90m.

On the weapon balance topic in the command chair section they have basically said they will not let flamers overheat a mech as it would take control away from the target and they want to avoid that whenever possibly. Flamers are also supposed to do 2 damage similiar to AC2 but like MG's are balanced by there extreme short range by TT rules. Currently Flamers don't even tickle mechs.

Edited by Destoroyah, 21 December 2012 - 02:38 AM.


#5 Ursh

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Posted 21 December 2012 - 02:46 AM

Technically, machine guns should have an effective range out to about 800 meters.





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