http://www.sarna.net/wiki/Inferno
They been in the battletech game since 3025 and they played a role in balancing out gameplay by making SRMs more versatile and balancing standard/artemis SRMs with Streak, particularly during the Clan Invasion, also the mechanic makes the Flamer more useful. Basically Infernos create fires- which also means smoke and can raise the heat of an enemy mech by up to 18 points for up to 3 rounds (basically 30 seconds, though in this game more like 15 seconds) depending on how many missiles hit. Infernos have been a part of battletech since its very beginning, even before the Gauss Rifle, and Double-Heat Sinks, so to not include them might negatively be effecting balance and we don't even realize it. I vote we add Inferno SRMs to gameplay.
Infernos A Battletech Tradition
Started by PaintedWolf, Dec 25 2012 02:09 PM
3 replies to this topic
#1
Posted 25 December 2012 - 02:09 PM
#2
Posted 26 December 2012 - 05:12 PM
Let them get Flamers implemented properly before having another heat weapon to deal with.
#3
Posted 26 December 2012 - 05:36 PM
i have been dreaming of what inferno would do to my 4x srm6 artemis catapult. 60 damage on a single component and i get to light things on fire. i kinda feal like it would be cheating.
the balance on this one could prove difficult, but then i look at sarna and see this:
'Mech carrying them faces a greater chance of ammunition explosions. Such an explosion is dangerous because in addition to the standard damage exploding Inferno rounds will ignite, overwhelming the heat dissipation system. MechWarriors rarely carry them because exploding ammunition will engulf the 'Mech in flames, shut down their reactor, and probably roast them in the cockpit.
a good nickname for mechs that use these might be crazy ivans
the balance on this one could prove difficult, but then i look at sarna and see this:
'Mech carrying them faces a greater chance of ammunition explosions. Such an explosion is dangerous because in addition to the standard damage exploding Inferno rounds will ignite, overwhelming the heat dissipation system. MechWarriors rarely carry them because exploding ammunition will engulf the 'Mech in flames, shut down their reactor, and probably roast them in the cockpit.
a good nickname for mechs that use these might be crazy ivans
#4
Posted 26 December 2012 - 05:36 PM
Battletech has a limit on how many points of heat can be added to a mech by weapons fire. It's six or eight.
When the devs finally get flamers working I hope they follow the rules closely. It is a weapon that should have diminishing returns. Increasing the duration the added heat lasts is another story. Multiple inferno hits should not increase heat beyond a certain point, but increasing the time in which the heat stays is reasonable.
As for other effects, such as setting forests or buildings on fire, I would love to have them in game. However I think that will be pushed back to when they can concentrate more on environmental development after they get the core of the game fully ironed out.
When the devs finally get flamers working I hope they follow the rules closely. It is a weapon that should have diminishing returns. Increasing the duration the added heat lasts is another story. Multiple inferno hits should not increase heat beyond a certain point, but increasing the time in which the heat stays is reasonable.
As for other effects, such as setting forests or buildings on fire, I would love to have them in game. However I think that will be pushed back to when they can concentrate more on environmental development after they get the core of the game fully ironed out.
Edited by Dirus Nigh, 26 December 2012 - 05:40 PM.
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