Fully aware that MWO tries to follow the tabletop model, but one has to agree that some of those do not really translate well. DHS being case in point. So here's a suggestion that might make flamers possibly useful.
Heatsinks like other items has 10 HP I believe.
Let's make it that flamers, would have a certain percentage to damage heatsinks directly bypassing armor. I'm not sure how the hit detection is done on flamers, but for this to happen, the hit detection will need to figure out which mech section is hit.
Let's say every tick, a flamer hitting 3 sections of a mech (since flames are almost cone like) that has hit sinks would have a 10% chance of doing 1 damage to a random heatsink (just one of the many hitsinks in those sections). If armor is stripped of, the chance bumps up to 30%.
This way, flamer can have a certain role. Over enough period of time, it might disable enough heathinks of a mech, it can't shoot too much anymore. This might be a cute solution to our light mech issue, as the tend to be small and has smaller amount of heatsinks. If a light linger around to close to a flamer, they might eventually loose all their HSs and become useless.
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Creative Solution To Making Flamers Useful Perhaps?
Started by locilocisu, Dec 21 2012 08:51 AM
5 replies to this topic
#1
Posted 21 December 2012 - 08:51 AM
#2
Posted 21 December 2012 - 09:10 AM
that's an interesting and good idea, I support this.
I'd also like to see flamers actually add a flat heat/flamer to target rather than a flat % of targets heat up to that point as it currently works...
seriously, if I build a 9 flamer hunchback why should it only bring someone to 40% heat and never over that? sure it slows down their dissipation too, but it's still useless...
I'd also like to see flamers actually add a flat heat/flamer to target rather than a flat % of targets heat up to that point as it currently works...
seriously, if I build a 9 flamer hunchback why should it only bring someone to 40% heat and never over that? sure it slows down their dissipation too, but it's still useless...
#3
Posted 21 December 2012 - 12:00 PM
I've seen that flamer build in action(9 flamer hunchie), it over heated more than the target. I liked them in previous games but in this one they aren't much different than the machine gun
#4
Posted 21 December 2012 - 12:12 PM
I think they should just make it so that the flames applied to the target heat them up more dramatically the longer they are applied. Also, the more flamers used on them the faster the heat rises.
It's really just a simple matter of increasing the numbers a bit.
It's really just a simple matter of increasing the numbers a bit.
#5
Posted 08 January 2013 - 03:38 PM
This thread needs more love. Please?
#6
Posted 08 January 2013 - 03:41 PM
DHS is 1.4 because they tried to nerf laser boats by destroying a core mechanic instead of by creating upper limits of the number of weapons a mech could stuff on. Scooping the moon from the bottom of the sea, etc.
Flamers were always useful for starting forest fires (cover against thermal imaging, clearing land to walk through it easier), and against infantry. They also could heat enemy mechs up.
Flamers were always useful for starting forest fires (cover against thermal imaging, clearing land to walk through it easier), and against infantry. They also could heat enemy mechs up.
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