#Take flamethrowers out of the game.
1557 messages Ā· Page 2 of 2 (latest)
RAMPAGE is like rank 70
"Teamwork" in a game with 1000 active PC players and rooms full of bots.
Sure. Right. Let me coordinate with SkyNet
You know what they need to Nerf for sure?
Flamethrows are already so good why do they need this?
It either needs to get Nerf significantly or they need to make it exclude flamethrower damage
If the game would be balanced arround the comp players it would end up like league of legends.
Where people get upset about 2% damage nerfs to one of their abilities, and trust me thatās a rabbit hole no one wants to get into.
Balancing for the biggest part of the player base is beneficial both for the developers cus they earn more money from happy customers and for the customers, cus more people are gonna be low rank than high rank, especially this early in this games life span. Tho that might change over the years,
about the heavy flamethrowers they are not as bad as the light ones the light flamethrowers kill you faster than the heavy ones and the heavy flamethrowers have a slower projectile speed
moar n moar!
no
The damage should not be applied as a constant except on shield (and low at that), upon hitting armor, it starts low but ramps up over time (5 seconds to reach full damage).
Also applies āheatedā to parts, which is what allows for the ramp up of damage.
āHEATEDā would have 5 stages, each stage from each consecutive second of fire damage. Each stage persists for 3 seconds before cooling and going to the prior stage.
Each stage of āHeatedā increases ballistic, fire, and blast damage by 10%.
Flamethrower is soo insanely overpowered, itās actually stupid the devās have not reacted to it.
The yolo bot that will often kill 4 bots around it, while being shot at is just soo stupidly unbalanced.
It literally ruins the game. God i hope the devās wake up soon.
In the hands of a skilled player it just gets worse.
Reload should be doubled and damage halfed just to bring it inline with other weapons in the game.
That would make them useless
No other weapon can yolo in kill multiple bots in seconds, teleport out, rinse and repeat.
So no it would bring the weapon down to the level of the other weapons.
It needs a VERY substantial nerf.
All of this while only having 3 weapons equiped?!??!?
Just stay out of range why does nobody understand how flames work
Incinerator dot needs nerfing, everything else about flames is fine
Lighters are not a problem. I do agree the DOT on incinerator is a bit high. That thing can vaporize.
Lighters are no issue though. I am currently in Emerald at level 65 and there are so many counters. Having situational awareness and not letting a flanker creep up to you within 100m is priority.
You have a team of 6 communicate and ask for assistance and any bot with flamethrowers would be melted.
You can use Fenrir, you can drop a turret and book it around a corner, you can drop a napalm, you can conserve a bar of energy to jump out of range, you can use stealth to mitigate ttk, you can literally jump right above a flanker and shoot down, prey on the incredibly large reload, lure to team, punishers can melt a flanker aiming at weaker modules like shoulders. Heck even the FREE cyclops torso will melt any flanker.
There are so many counters that people refuse to try and will just cry nerf instead of actually getting better.
Blame the game or blame the player? And insulting someone on a feedback post quite literally shows your own lack of maturity. You can project your frustration and insecurities or you can debate with actual integrity. Only one of those options reflect well on you.
you do realise, lighters can only kill multiple bots quickly if they're already had their shields destroyed and recieved module damage already
which then completely destroys your point because then you could do that with other weapons
only issue with this is that the turret seems awkward to use
sometimes doesnt attack enemies (in the simulation at least)
The actual point here is that 99% of all flamethrower players yolo in kill multiple bots and still survive.
Dont pretend like its never happened to you or that you dont abuse this mechanic yourself.
Running 5 autocannons against a flamer will still lose against a 3 * flamer.
There is a reason this thread has this many replies. The community are sick and tired of the overpowered flamers.
The weapon needs to be severely balanced!
End of story,
you say that yet there are only 39 upvotes
while there are also 25 no reactions
lighters are fine
incinerator's DOT needs changed
also if you're running 5 punishers you will most likely kill flanker thats currently trying to cook you alive
if you're actually hitting your shots
Im talking g from many hours of experience. This is still happening now, flamers tuin the game in current state
flamers are hardly ruining the game right now
there are so many other things wrong with this game right now
Wrong!
Flammers are the biggest issue impacting the game right now, EVERY single game.
no? no they arent???
Just stop
if you genuinely think that flamers are the biggest problem with this game
that is a you issue
Though i do like you are keeping this thread alive for devs to notice
the one and only time I get annoyed by dying to a flamer is when its 3 incinerators on a heavy mech and I die to DOT
1000+ replies to this thred says the community is very concerned about this issue.
.
acting as if every message is saying that they need removed
Ok lets just go with 50% or even 40%. Thats still 4-500 unhappy messages. Most likley its 70%
and there's not even a tenth of the server population in here complaining
so I wouldnt go as far as to say its the biggest problem of the game
But enough to make a change, compared to the other feedback threads.
there is 0 guarantee that this thread will make a change
especially not your idea
doubling the reload and halfing the damage literally makes them unusable
flame is basically melee
if u stick with ur team and be aware its easy to counter against
use griffin
People sitting in spawn with artillery or missiles is the biggest problem, not flames.
Flamers need more tuning yes, but they're not the main reason why people are quitting the game. And by far are not enough of a problem to remove them from the game just because you don't like them
Imo they need to lengthen the buildup time for the incinerator DOT, maybe change incinerator damage to be moreso just the DOT damage instead of it being both initial damage and DOT damage, reduce just incinerator range to be the same as lighters, then tweak the stats of both flamethrowers to be similar to the scourge.
Wrong because people don't understand how flames work
And at that point I'm ready to pull the skill issue card
The excuse of just don't get close is really stupid.
Most flamethrower users are running the invisibility torso with triple light flamethrower and they just yolo you and you die and then they run away and live and do it again.
Or on the off chance they do die they just spawn back in in one of their four other identical units.
Don't Go near them you say okay?
So I guess I'll never push objectives in warp rush because they just full send the caps so there's no point there.
And on Team deathmatch they can respond so that YOLO harder than usual into your spawn so got it can't stay away from them there either
And didn't last robot standing is about the only place they can't you'll rush you and get away with it so I guess the whole team will just sit and spawn and camp together.
Saying stay away from the flamethrower unit is funny because you don't always know where the flamethrower unit is it's small fits behind lots of buildings usually has multiple seconds of invisibility and is faster than most Mechs so can outrun you on a chase.
If you somehow die in spawn, with 90% reduced damage and 50% more damage, that is on you
Nobody ever said anything about during spawn protection you're just putting words in my mouth and saying skill issue š¤£
You literally mentioned them pushing into your spawn.
Yes on our side of the map not being killed the moment I spawn in.
You know someone can be on your 1/3 of the map and not be killing you the moment you spawn both things can be true
Āæ
You just made an assumption that's all
Which it's fine to make assumptions but don't attach skill issue to the end of your assumption sentence
Spawn isn't 1/3 of the map
Also the fact is, flamethrowers have hardly any range, other than the incinerator, of course they should be able to kill you quickly, it's a high risk high reward play style
Pursuers you can still hit when invisible, they also produce a distortion effect when invisible so you can still somewhat see it
Phantom if it Yolo's you from a certain direction and teleports away well you know where he's gone
He also keeps the damage he takes
The only real issue with flamethrowers right now is the incinerator's damage over time effect
But they still should not just be removed from the game because a select few individuals struggle to deal with them
I don't think flamethrowers need to be removed from the game I just think they need a balance adjustment.
Light flamethrower does way too much damage way fast it either needs the damage ramp to be slower or the shield damage to be reduced significantly.
And the heavy flamethrower everything honestly is fine about it except for how long you're burning for after the fact like you be burning for 9 years after you disengage
Are you stupid? theres "spawn mid and spawn" so there's 2/3rds of the map that are spawn
I don't think 9k burn damage is an issue as long as it's only happening for a second or two after disengage not for like six seven plus bloody seconds
Also on warp rush there is no spawn protection if you don't spawn at the back of the map
If you spawn at your back two caps you could most certainly get rocked
well more accurately its 2/5ths because mid is much bigger
We have some weapons that do disgusting damage but only to armor or only to shield not to both.
Pulsar does disgusting shield damage but once The shield is gone it does like nothing to armor.
Rampart does really strong armor damage but it takes a while to burn through shield.
But light flamethrower just says BRRTT and flies through your shield at Mach 11 then Burns you for all of your HP at the same speed
If they made it so it didn't burn through shield as easily people would either need to take an alternate weapon as support to burn the shield like other weapon classes have to or rely on more teamwork.
It's not a flat 2/5ths
I think that would probably help with the light flame problem
i never said it was a "flat 2/5ths" i said its closeish
You're forgetting the fact that lighters almost always have to mag dump to kill something unless it's already half dead
That's why it feels so bad cause half the time when you're in battle you're not fully focusing on your HP in the middle of a gunfight
But if the lighters got nerfed there'd be no reason to use them over scourges
They magged up so fast and reload so fast what does it matter?
Okay they have to mag dump to kill someone? It's still a fast mag dump
Like he's scourges have less range and a longer reload, but they can also get multiple kills in a single mag
they're already nerfed...
I'm not saying to Nerf their armor damage they can still kill just as fast if you reduce shield damage ramp
Another nerf I mean
They just can't do it without either team support or another weapon
Why do they need to be able to deal with anyone in a 1V1 for every scenario?
We already have this shield system in the game which works great at helping balance other weapons why not have it help balance flamethrowers?
what is it with you people?...
They aren't guaranteed to win a 1v1 in every scenario, especially if the opponent their fighting is still at full hp and not using a light build
flamethrowers are fine now
You people?
And it doesn't need to be a NERF, you can always make it a shift?
You could even make the armor damage higher or the ramp faster to make them kill even quicker without shield
And reduce their shield damage so that it's not relevant. That way it gets a damage buff and kills people really fast when they have no shield but makes the very very clear counter if you don't want to die to flamethrowers make sure you manage Shields
That wouldn't be a NERF that would be a SHIFT
Yeah I know
I'm not saying it needs nerfed
Like????
You guys love throwing the Nerf word around but it's not the only way to balance things
uh huh
I'm literally saying if it got nerfed again there'd be no point using it over scourges
Can you read please
Like dude.
A shift is not a Nerf
Yeah asking for a shift is fine
you cant type it after and say you said that before i said something
What???
Only flamethrower that needs nerfed is the incinerator, cause the DoT hits max ramp up within a second
I don't think the dot damage or the ramp up for the incinerator is the problem I think it's how long the burn ticks for after you disengage
You want to hit for 9k+ a tick while we're fighting okay, I just don't like how I get hit for that much for 5 plus seconds after we stop fighting
That's a problem
The DoT should not hit max ramp up within a second
Cause it literally just requires a tap
But that's the only thing incinerator is good for?
The light flamethrower is for a really fast damage and the incinerator is all about the higher DOT
And every part is effected
Incinerator also has a slower fire rate than the light flamethrower so it takes you longer to get your whole clip off
The incinerator also has more range than the lighter
Not by very much
And in most scenarios you're not fighting at maximum incinerator range
And either way your solution or my solution to the exact same thing
If it takes longer to ramp up to Max but they don't change how long the dot applies for after the fight ends you're still taking about the same amount of damage because instead of taking dot time after the fight ends off of the back end you're just taking it off of the front end.
And with my solution you're not taking it off the front end you're taking it off the back end
But either change will do the same thing
The only difference is one will change it at the beginning of the fight and one will change it at the end
But I'll be honest with you it won't do anything at the beginning because people that are running a heavy incinerator are also running at least two lights if not three.
And the dot damage is only really useful at the end of a fight. Where it's burning afterwards.
The incinerator does nothing at the beginning of a fight because the light flam towers just chunk you & you die
dont think you can actually run 3 lighters and an incinerator
at least I havent seen any yet
No other flanker weapon (or any other weapon for that matter) in the game has this much damage. They need rebalancing. Saying anything different is just ignorance.
Precisely, the closest comparison would be the laser sword of the Grim Titan.
No other flanker weapon consumes 11 energy, the main issue with scourges is the fact that they don't allow to make full use out of the energy cap of a flanker's chassis. If by "rebalancing" you mean to also lower their energy demand then flankers would need a substitute, a weapon that does the job a flamethrower does already.
lighter, had to specify even though it is the only flanker flamethrower
Damage input is still too high. That is undeniable
The scourge is a better option when less energy is available, 3 scourges dps > 2 lighters dps. 3 scourges consumption = 9 weight, 21 energy. 2 lighers consumption = 6 weight, 22 energy.
Denied
More than 1100 replies to this thread says otherwise. Iām no betting man, but i.d put money on an upcoming nerf.
Wrong, it's very mixed
And yeah there's a dot nerf coming, lighters however, do not need another nerf
1100 replies both coming from the ones who wish for the nerf and the opposition
To know the general opinion on flamethrowers you should watch the votes. Only some people seem to have both voted no and thumbs down so it looks like opinions are pretty split among the community.
Like i said before lets just say 50/50. compare that to ANY other thread and you will see the community is in uproar about this weapon. Mark my words.. a change IS coming
but not a straight nerf or removal of the weapon
Likley a straight nerf..
Let's assume lighters are going to get nerfed. Flankers are going to switch to tankier, scourge builds that are going to be dependant on movement gear to close in and get into effective range. Flankers are going to keep the same advantage in 1v1s where they manage to play as they're intended. A flanker's effectiveness is then going to be dependent on the supply gear's level and the game is going to be labeled as pay to win by flanker mains.
After that maybe there is going to be someone who is going to ask for a scourge nerf, why? Because they don't like when a flanker does what it's supposed to do, that is the real origin of the discussion.
Probably because itās a heavy weapon
Yes I know, I meant its also better than the incinerator at damaging people that are further awayy
dont bother with him,not the first time he's twisted the amount of replies in this thread to suit his opinion
the community isnt in uproar
just because a small fraction of the community wants the flamethrowers nerfed/removed doesnt mean its in uproar
flamers builds almost always get traded for what there worth anyways
If your team fails to eliminate flamers whenever itās solo/group play then idk what to tell you
Your limited on range and forced to get close
Sigh another day with these so called ā balancedā flankers that need no attention what so everā¦
Itās getting soo silly. Lighters dont even bother flanking thatās the funny part, they just push head on like assault, except they deal damage equivalent to Titan skills.
Its a weapon that almost guarantees a kill. If you want someone dead there is nothing the team can do about it 90% of the time.
WAKE UP DEVās!!!!
keep distance
wow, the close range weapon turns out to be really deadly in its natural habitat? who woulda possibly thunk.
K e e p d i s t a n c e
I think flamethrowers are fine. But dam some of you guys get angry quickly.
So cus you can technically keep distance a weapon that oneshots any robot it is fine if it say only had say 50m range? Of course not. That would be ridiculous. Keep distance is a way to combat the weapon. Damage should still be considered.
Think about what you say. O.o
Yes the flamethrowers used to be ungodly overpowered. Theyāre still insanely good but calling them overpowered still after the nerfs is weird too.
If melee weapons didnāt kill faster than say punishers there is no reason to engage in melee or close range combat at all.
Weapons with more range (more safety) should deal less damage than weapons with low range like flamethrowers cus the risk for being killed with flamethrowers without dealing damage is higher.
I donāt think they need future nerfs. Theyāre okay. But they at the moment are great weapons and some of the stronger choices in melee combat. Which is fine, there will always be a group of weapons better than others in its range class..
(I think scourge is insane and buggy atm but thatās a different debate)
Long text today š«
The problem is itās not possible to keep distance from the fastest mech in the game.
The weapon enables yolo play that guarantees a kill. There is absolutely nothing you can do about it. Even in a 3 v1 situation the lighters will still confirm the kill, and somtime kill all 3 in the current state.
It happens pretty much every single game. No other weapon enables this, a pure sign of imbalance.
So the combination of fastest mech and such high damage is literally killing the game. The only way to fix this issue is further reducing the damage.
Most flamers run stealth or teleport.
If they run stealth, they are in your face and no matter what you do itās a garanteed win.
Teleport allows for abushes with absolute insane damage within just a few seconds. Teleport back rinse and repeat. Again the damage output is just too high.
Without an actual counter for such tactics, it just kills teamplay as countering is not possible.
Lighters ARE broken!
Lvl 1 Noricums x3 one clip robots if they donāt see the barrage coming and dodge. And that on a global range. On a 5 Sec cooldown.
I donāt think flametrowers are the issue atm.
This thread has nothing to do with noricums
You act like theyāre the worst thing in the game. They litterally just got a range nerf.
And if your team would use said throwers as well then I donāt see a 1 v 3 getting kills happening ever. Maybe if your entire team was playing sniper weapons maybe. But not with decent close quarter gear
lighter are not broken
Dude it literally happens every game. Dont tell me you dont get me with yolo flamers every god damn game?
still lighter are not broken
they are melee
powerful at cqc
its obv is
you have to get close to enemy to do damages
u could get a squad
I do. Cus I play medium range setups.
I deserve to die to close range weapons when I make the mistake to not run away
So are scourge but they wont have a chance of running into a team of 3-4 players and win the encounter.
I play Emerald league often in a 7man div on coms.
Trust me lighters are a MASSIVE issue in the current state
this game is not all about damages
u need strat
u need a squad so u could counter against them
If you guys played more than you complain you might actually get good at the game ......flame throwers are fine just try getting it with maxed harpy and a ghost terat and flame throwers that with screw up your afternoon for a minute for sure but you just keep going š suck it up butter cup
It's funny how you guys talk about countering this overpowered combintation.
next time just say im bad at this game
its funny how u dont know how to counter against flames
get a team
communicate with them
do u not know theres a thing called team work
With Norricom counter is to wait for shots then dash move to another location
With Vortex wait for shots, find cover
With Scourge, Find cover
With any other weapon there is a counter:
Lighters are in the fastest mech equiped with invisibilty. Once they are in your face its a garanteed win. This makes the combination imbalanced.
Grow up?
this thread is to discuss lighters not to insult people. im done talking to you... bye
yeah bcs u dont know how to counter against them
u can counter most thing ingame except for the siren thing
"with scourge find cover" so like u can counter lighter with that
Exactly.
Lighters are innocent until proven guilty. From now on could people please provide gameplay footage to prove their claims? Iāll gladly take a lighter nerf so long as they donāt make baseless statements.
I think that some of thoses complains also come from match making problems because yes a level 12 lighter with a paid pilot will obliterat a gold player but not a gold lighter.
I mean not a lvl 1 lighter as it happens faster build are aslo played a lot by more advanced player because you need to get around them otherwise you just straight up die. So yeah I'm not sure the lighter problem is real atm but I could be mistaking
Yes, it is, either you b-hop the hell out of there you use something to outrange them, it's that simple.
50/50
I dont really mind them
Flankers should be able to get kills
Okay, its debatable.
But still
I am a flanker main and I have no problems with spacing when playing other robots
Awareness is key, not just reacting the moment you get attacked. Flanker attacks can be prevented
doesnt need to have a kill u can disrupt enemy or make them confuse
Scourges can literally kill someone in a single clip while most of the time flamers can't
This is the biggest cope I've seen in this game yet
There are multiple things that need changed, making flamethrowers unusable is not one of them
There's also a gear that's entire point is to make slow mechs faster (the sprint one)
I mean, +50 kph usually puts you on par with flankers
And it depends on how leveled your gear is, right?
Well it's +51 give or take at level 1
Or you can use energy barrier cause a well timed and well placed one of those let's you put space between the flanker, or allows you to shred it while it tries either running or getting around/over it
I like to use the barrier to block paths
So if someoneās running then iāll play it behind them and block them from running and theyād have to find a different direction
using just three weapons (2x lighters and 1x incinerator), a flames build puts out the similar or better damage output than all other builds that utilize maximum weapons layouts (5x lights, 3x heavies, 4x lights 1x heavies, 3x lights 2x heavies)
Example:
Fenrir torso, Harpy or Siren chassis, 2x Lighter, 1x Igniter:
- Flanker: 2.79
- Assault: 2.60
- Defender: 2.93
- Tactician: 2.20
- Titan: 9.06
Fenrir torso, Fenrir chassis, 5x Punishers
- Flanker: 2.68
- Assault: 2.94
- Defender: 3.00
- Tactician: 2.44
- Titan: 4.45
in addition to putting out good dps, it's the only build that has multiple bonuses
- good splash damage, which makes it one of the easiest builds to use because even if you miss your intended targeted module, you'll still do decent splash damage to it by hitting the module next to it
- good focus damage that contends with non-splash focus weapons. unlike many other builds with some sort of splash/AOE, the flames' focus damage isn't reduced, it just does some of the best in both categories
- guaranteed burn damage over time that does 9,000 x 9 = 81,000 armor damage after getting hit by one incinerator projectile. although, it is spread apart across all modules, that's almost equivalent to a cyclops death beam (~85,000 damage)
- second fastest reload time for flanker weapon behind scatters
-
- scatters: 2.63s
-
- lighters: 5.16s (incinerator: 5.26s)
-
- scourges: 7.87s
-
- orkans: 8.72s (25% reload every 2.18s)
-
- one of the only builds that can easily one clip almost all bots realistically and reliably, due to its good splash damage, good focus damage, good damage over time
- due to this flames build requiring only 12 weight and 25 energy, it's also the most versatile build in the game at the moment. meaning it can use the fastest or most fuel chassis with decent shoulders, install any of the best torsos (Fenrir, Siren, Pursuer, etc.) and still have room for good supply and cycle gears, unlike many other builds that might have to make some bigger sacrifices like going without supply and/or cycle gears or having slower legs.
some say distance is key against flames builds, but a well-built flames build currently has the fastest and most versatile builds with access to some of the best gears, well beyond what most other builds can offer, so once a flames build flanks you, it would be difficult to out run it.
freezing, walls, etc. might help against flames, but they also work on everything else, so its not a specific answer to flames
While flankers are objectively the fastest they're also the squishiest along with control robots, so they cannot reliably engage in head on fights. To someone fighting a flanker distance is not the key, awareness is, distance is the result.
- Assault and defender robots can shoot flankers the moment they peek into their sightline and punish them for attempting to approach. If they peek and they're already into effective range then you made a severe mistake and (probably) for a prolonged period.
- If a defender robot is equipped with quantums then they can overpower them with great damage, a slightly better range and a far greater health pool (I didn't write shotguns because thunders are lackluster).
- Control robots possess the largest capacity in the game, allowing them to use advanced movement tech (e.g. wavedashing) without the use of the fuel gear and allowing them to gain a height difference flankers might not be able to clear.
- Any build can equip almost any gear, movement gear included, creating an extra escape option.
- Incinerators are not of any actual use to flankers as they need good kill times otherwise they may die and take the DOT as a participation award.
To keep in mind: whenever I write control robots i mean tacticians. Iām writing this because Iām probably going to make this mistake again.
Tacticians do control. Name is fitting š
5 scourges but i rarely see this build
As an avid firebug in most games i play (currently not in WR due to its rampant popularity), and this may help other mechanics in the future, my suggestion would be a few things.
- Add a Meter under/above/to the side the Enemies feet to show burn buildup, and achieving full buildup would lead to the maximum damage ticks. (this same meter below/above/or to the side of could eventually allow a couple bars for various status, a shock/cold/corrosive buildup as example) in the future
- Incinerator by design is meant to burn, and should achieve the the full effect of the dot (with x1 incinerator) by the end of the base (40iirc) clip, and balance from there. And to adjust lighter, reduce its initial damages (ideally making it no longer the highest ttk option), and have it build the same heat meter contributing to the dot, it would take a minimum of x2 lighter to achieve the full dot by the end of the base clip (50 iirc).
The end result of this would still be that flamers are a viable option for aggressive builds, but would reduce their TTK, and allow more counterplay time by the enemy. this shouldnt be seen as a "flame utilizing flankers can no longer dive in and kill key targets", as i think the desirably flanker experience is that they can engage with key targets and should successfully do so if they make it into the back lines and initiate their damage without receiving meaningful damage from the entire enemy team when doing so. However with more of the damage moved to the dot at the end of the clip, this will induce 2 favorable outcomes.
- Due to their being a reduced impact of flames beyond what is necessary for the Dot, it will be preferred to use x1 Incinerator, OR x2 lighter in conjunction with other close range options, examples being shredder/quantum/scourge.
- Due to increased TTK the enemy has increased room to return damage to the flanker, and have increased likelihood to cripple/kill the flanker in any situation that would be seen as a 2v1, additionally their would be more room for groups to use skills to save burning teammates via skills like Tyr (or i think griffon would work?)
- The Initial Damage from the clip of x2 lighter would not be as high as the damage of other flanker weapons, but the added value of the dot for its full duration would out perform other weapons that would not need to wait on a dot
This would leave combinations that consist of more than the minimum number of Lighter/Incinerator more so being a Dot and/find Cover playstyle.
Additionally you could still have the lighter add burn, as described above, but make shield prevent any heat buildup, so you would at least need to break shields before and burn damage would take effect
Ok so to summarize you're suggesting:
- An incinerator nerf by making so the user needs to magdump to get the full effect.
- And a lighter rework by making it apply DOT like incin while reducing the damage.
Is this correct or did i miss something?
If that's the case then the TTK should stay the same, otherwise it will take the reward away from the risk. I see although that reducing the initial damage would punish someone less if they manage to react quickly.
more or less
because flames is better in almost every other way as outlined in my previous post, and this x3 lighter build only uses 3 weapon slots, and it can use tankier shoulders and tankier torso, and a faster and more fuel chassis
Lighters are damage maximization weapon. Scourges are more efficient in terms of damage/consumption but lighters allow flankers to make good use of their energy cap. Lighters are although more efficient in terms of damage/weight since flankers lack overall weight cap.
Ah and did you perhaps make use of the fenrir ability when testing?
If that was the case then the test would be invalid as we're exclusively discussing the weapon
The weapon is on the bot, it benefits from pilots and abilities so the abilities do matter
not everyone has fenrir torso
we're discussing the weapon, not what it pairs well with
Ok everyone here does have the pilot that buffs flame DMG by 15%
i dont :x
I was discussing flame builds and included their best TTK, and it does include using any torso abilities as we would in actual game. The comparison times that Concrete included of the scourge build also included using the siren torso ability. When talking about builds, it is valid because when making builds, sometimes sacrifices are made here and there. But in terms of flames builds, it produces so much damage from just 3 weapons that it has so much extra leeway for extra weight and energy for whatever extra stuffs
Plus the fenrir ability is a reusable one
Not a single or just a few uses
well yeah, every torso ability is reusable
this one?
So it can be reliably used in combat
Yeah it's free
not everyone has it though
and as you see i dont have it
just because you dont need to spend real money doesnt mean everyone has it
Again, it's free I had it nearly immediately
what do you play on?
Pc
you probably just had good store rng
just because you got it nearly immediately doesnt mean everyone else did
dont make assumptions on what people have
do you know what free means
Not necessarily if it was from a promo code
maybe you purchase $5 lancelot bundle, its included in that. lancelot bundle was also free on console I think
promo codes expire.
Eg
Eh
Either way robot abilities and pilots do matter
the currently available promocodes dont give ruin
The fenrir ability is meta, if we're discussing overall balance then it would make the ability the problem, not the weapon. Likewise we shouldn't nerf triple trebuchet sniper just because fenrir has a good ability.
also yeah that
fenrir ability is quite good
also trying to minmax the build as a reason for a nerf/removal isnt exactly reasonable
best use cases are important to talk about when talking about balance, the goal is overal balance and not balance in a vacuum, but if you find that the something is only good when used in conjunction with one other specific thing, it may beg the question of if the other thing needs tuned to allow the prior to accell on its own
also if I remember correctly, fenrir's ability heals you for a proportion of the damage dealt
which removes a chunk of the risk from CQC combat
I've heard of others talk about and like the idea of a ramp up accumulation DOT for incinerator. could be nice based on number of incinerator projectiles hit the target.
the lighter thing sounds like a shield damage nerf does a somewhat similar thing?
im not sure which point you mean when you talk about the lighter, i think the fantasy for most firebugs in things is to burn things, and the dot helps accomplish that fantasy
Not every flame build uses a fenrir torso. I don't know if the ability is so good in needs to be installed on every flanker but if that was the case then the weapon wouldn't be the one to deserve the nerf, the problem in that case would the ability that defines the sole way you are able to build a good flanker. Additionally it skews the results in favor of damage oriented torsos, needlessly taking away value from any other torso that a robot could equip.
nerfing fenrir wasn't necessarily the point i was laboring to make, its simply that we do need to consider how a weapon performs with their support options. I just elaborated to try to prevent the misinterpretation that something that relies on another part to see sucess shoulnd get nerfed, it may be the parts thats creating the success outcome... an example is orkan can one shot people, but we dont really need to nerf orkan, likely we would want to nerf the siren torso that allows it to one shot efficiently
Thank you for the clarification. But we have to consider that the fenrir ability has no specific lighter synergy, so it just pointlessly alters the results in favor of a nerf.
i dont know that 'specific synergy' is relevant, if something has a 'specific synergy' yes it does matter. but the lack of a specific synergy dosnt mean how parts of a whole interact is less relevent. that said i could come up with specific synergies, like the possibility of fenrir offering breakpoints that allow lighter builds to one clip robots they otherwise could not (another example could be how well a skills duration lines up with the rate at which a weapon empties a clip and reloads, in cases like this its worth talking about how much sustained damage a combination could do during the duration of a buff, and if thats problematic. i dont think in this case it is, i dont have leveled fenrir, but possibly at high levels of fenrir and lighter, the lighter could effectively get a 2nd clip off before the fenrir expires.). I dont think fenrir is the problem when it comes to lighter. but when comparing lighter to its counterparts, looking at each performance both with AND without. likely they also have cataloged data from actual games that shows performance and what its being used with to generate that performance, to try and isolate paralels
I agree that other factors should be accounted for in the long run. My problem is that i wouldn't want people to develop the opinion that lighters (the foundation of the whole flanker archetype) should be nerfed just because a specific build is more effective on demand for a contained period of time. In fact that's the opinion I perceived coming from FishStickers after showing altered results and i was worried that someone at first sight might confuse them for base TTK.
We absolutely dont want the fate of an entire roll to rely on the relevance of one weapon, that i agree, this does bring into question the performance of other weapons that compete with lighters also. The roll as a whole however should be talked about in is optimal form when talked about how it performs against other roles. i dont want to see flankers nerfed, i want to see lighters fulfill a fond fantasy, and have its own niche alongside other flanker options, without pushing other weapons out of relevance. i honestly think there are a lot of other changes they need to make before nerfing specific weapons, a lot of issues with how games play out is due to game mechanics less than weapon performance.
Lighters and scourges are the only weapons that really benefit from flanking i believe. Orkans and scatters seem more like assault options (especially scatters given they can shoot through solid objects), not for the components they require but because of the way they're played. I might be wrong but what i know for certain is that they play differently, I think flankers include a sub-class that the the community has previously referred to as brawlers.
youre referring to the weapons tagged flanker, arguably quantum (and possibly other shotguns), and shredder favor a flanker playstyle, tusk when it comes out could also possibly be a flanker weapon, its also a shotgun tho
Shredders have become a close to mid range option after the buff, they've got more sustain than punishers, less burst damage and way less range. They're still underpowered imo and it would be unclear what role the devs want them to take without their assault classification. Shotguns instead have the problem that you can't put a decent amount on flankers because of their requirements and defenders, although they meet them easily, they are too slow to get into effective range without the use of gear.
buffing shredder dosnt take away from their viability in the roll (it may underperform outside of maybe just x5 shredder), and you certainly can fit shotguns into build that perform the flanker roll, they wont necessarily be on phantom legs, but none of my flankers are anyhow
You've inspired me to make a new build
i have one, it does well
Youāll be seeing it a lot more once I get my forth Tyr shoulder
You're better off using typhon shoulders if they're available, flankers need shield
Are typhon shoulders really better?
I think typhon shoulders are really bad, they are among the squishiest, and stand out amongst every other, signaling the enemy to shoot them, tyr stats may not be to your liking comparatively, but are the same weight, less obvious, and harder to hit when they do aim for them
I agree with that tyr statement but Iāve never actually used typhon shoulders mostly because they look bulky
prolly not the best person to take advice form tho, cause im totally willing to take a slight functionality hit for something to be more asthetically pleasing
here are my robot ideas they might take your mind off this flamethrower mahanhttps://discord.com/channels/941368722860417105/1356141744739192983
tyr and typhon are two sides of the same coin
typhon shoulders have more shields
while tyr shoulders have more armour
I noticed that after the long conversation, and what you said is true
1: Nerf incen DOT time not damage 2:Nerf lighter range another 10-25% 3: Add more stuff that can help counter flames like pilot skills for example 4: Having a hanger of fenrir flame builds is a joke imo and should be looked into 5: Im in top 70 so I've died enough and used enough flamers to actually have a solid opinion.
Theres not really a problem on bringing a hangar with only flame weapons or snipers
(well, you are unoriginal and everyone will hate you, but still)
The devs should just nerf the problematic weapons or torsos
Don't hate on trebs
Try leading a moving target with a rocket barrage that takes 3-5 sec to land.....move and noricum are mainly pointless. But that's besides the point of the original post....flamethrowers.
sounds like smth a noricum player would say
Do hate on trebs
trebs take skill so it's fair game on that front
well unless your frozen for 6 secs lol
no skill to hit a stationary target, just like noricum...same amount of skill to hit a moving target, as you have to guess where they will be in 3-4 seconds and hope they didn't change direction.
Yeah, the only difference is trebs require aim, noricums require no brain to use, just blast the general area of the target, damage all parts equally on over SOMEHOW 50-70 meters
Give noricum the vortex treatment, give it 400 years of reload
nerf maybe, take out you're a moron
The hell did I do to you?
think he's talking about the OP not specifically your statement
Noricoms are worse imo, had like half of my team quit mid game because the enemy team were all using noris
I know someone suggested an artillery sight be added to nori so that you canāt just point and click, which I think would be a good idea imo
Noricum are only bad because the current game systems encourage spawn camping and make it hard to dive spawn campers without dying. If we had some mechanic that kept them out of their spawn and prevented them from instantly respawning with a fresh mech to after you kill them it'd be a lot easier to just flamer rush the arty backline and make them a non-issue
This thread is about lighters/incenerators! NOT noricoms, keep the focus there, and letās stay off Trump tactics.
This post is soo on point!
I look forward to the soo well deserved nerf!!!
bro is hung up on flamer nerfs
despite them having already gotten a range nerf
the only thing that currently needs changed is incin DOT
as it hits max rampup with just a tickle
You make it sound like im the only one. However i actually play with other players, and Everyone agrees these things need a nedf. Dont agree? Go play lego instead, for real!.. broā¦
Clearly everyone doesn't agree they need nerfed
Skewing stuff to fit your viewpoint doesn't make it true
Over 1300 posts in one thread?!?!!? Which planet are you from hahahahaha
And???
That's still not everyone
What are hou 10 years old for real?
Have you seen a maxed fenrir with maxed reflector and Kate?
Goodluck killing it lol
Nerf dot dmg
Nerf the amount healed or set a limit
I'm not the one misspelling basic words, and no I'm not 10, I'm just not delusional enough to think 1.3k messages equals everyone
Look at the member count of the server, look at the count of the upvote reactions and look at the amount of people in this thread, compare them together and it clearly shows it's not everyone
Just read the post that i linked to, it accurately points out the issues with lights just as I have done in my posts. Basically..
1.Lighters have the fastest mechs, so you cant get away from them.
2.Lighters do soo much damage that you cant get away from them aka there is no counter.
3. Lighters have access to some of the best gears while already covering points 1 and 2.
If you think this is balanced then you clearly are stupid.
But you know about percentages right? So you know compared to EVERY single post in the feedback, that this post far exceeds them all
Several abilities that can block their path and their ability to do damage
And? It's still not everyone
Damn i cant cure stupid
That's ironic when you repeatedly said everyone agrees they need nerfed
When clearly it's not everyone
Ok but you cant deny that a very large portion, like massive, compared to every other thread has raised concerns? You still want to fight a losing battle?
You're still wrong here, there's a 10 upvote different between this and a post wanting a siren nerf, so not it's not massive compared to every other most
B4 typpng just stop.. dont engage in a verbal argument without actual arguments
Before engaging in a nonverbal arguement, seeing as we're typing on discord, make sure you can spell
Oh and to try and not go constantly skew numbers in your favour
Doesn't help your case when you constantly say stuff which is just blatantly incorrect
Okay if you say so. I actually play in the higher tiers. I actually hang out in the official discord voice chat, im actually trying to balance the game. I promise you, the general concensious amongst higher tier players is that these things need a nerf.
higher tier players isnt the entire playerbase
and balancing stuff around what only the highertier players want
So your saying this post beats every other post except the siren post? Thank you
saying thank you like its your post is wikd
Keep your posts coming, i love slapping you down with actaul logic
what?
you're literally saying they should cater to just the higher tier players
if they get nerfed because of performance with better players
they'll become unusable for the average player
games that balance like that wont last
its stupid
They dont perform better at higher tiers, they just perform better period
so we're just ignoring you saying this?
actually make proper reasons instead of "oh yeah higher skill players want it nerfed so it should be nerfed"
which im pretty sure isnt even the proper case
you constantly flip numbers around to fit your arguments
Dude go away, your like a little child
You're*
Try reading the reasoning rather than clasping at straws
your reasoning literally was "higher tier players think it should be nerfed"
not the best reasoning
of course most things will perform better with better players
nerfing things with that metric alone is awful balance design
Compared to the other flaker weapon with similar damage scourge. They far out pace the 4 weapon setup of that. That weapon is more balanced, because its cost to equip does not allow you to have the fastest mech combined with the best gears.
Lighters only requires 3 weapons and still outdamges 5 weapon setups! Cant see a problem for real!?!?!
it also requires you to be in their face
you're completely ignoring the fact that not everyone fights while being within the range that lighters need to be effective
So does scourge
okay and? that still changes nothing
4 scourge can get a kill and still ammo left over
both scourges and lighters are fine
in fact I prefer scourges over lighters
i find 4 scourge to be overall more effective than 3 lighters
The fact itās been 2 hours and both of you are still arguing in here when the nerf has already been decided got me sitting here like ššš
im bored as hell rn
got nothing better to do during the evenings
ĀÆ_(ć)_/ĀÆ
So your saying you think 3 lighter are balanced when it requires ; scourges to get even near that damage?!???
Your saying 3 lighters out damaging 5 weapon setups is balanced????
Please never ever come here talking about balance ever again
with practically every 5 weapon set up, you have the range advantage
why on god's green earth would you even bother using lighters for CQC if you could just use the average 5 weapon setup and still do more damage
So your saying as long as you get in range you think there should be zero counter? Do you even play this game?
there isnt 0 counter to lighters though
like
hello? energy wall, ares torso
varagian dome shield
Scourge requires precise crosshair placement to destroy a single module with like double the reload time.
Lighters are much easier to use imo. With Fenrir I can kill most bots in under 5 seconds. I think my current fastest with lighters is sub 3 seconds.
I think lighters are fine on their own but paired with the best torso in the game they become oppressive.
Incinerator on the other hand is something else.
there's blink for making distance
thats the torso's problem then
not the weapon
Hmmm let me see, highest damage, best gears, in fastest mech. Completely balanced⦠nothing to see hereā¦
also some of the lowest HP
but lets just ignore that
to make your case sound better
funny how easy it is to just ignore details to help your case
You really are clueless, my last reply to you..
you would make a fantastic politician
Werenāt they supposed to nerf the flamers yesterday š
ĀÆ_(ć)_/ĀÆ
havent touched this game in a few days
I think they did it a couple days ago
But did they though
Facepalm
"Oh no, I havent touched the game in 3 days, how horrifying" didnt you say you werent gonna reply to me?
yeah forget which day though
2-3 weeks ago, and it wasnāt enough
Havenāt see anything in the patch notes. How do yāall know?
I thnk lighters are fine, DOT from harpy and inicinerator could use an adjustment
yeah this
lighters do what they're meant to do
search online for war robots frontiers patch notes
then there's a list of them all
This šš¾
camt see any mention of any flamers in it
it's one of the older patches
oh so the one talking about the range nerf
yes
yeah thats like, all the lighters needed
There has been a continuation to the discussion after that post, are you going to ignore completely the other face of the player base?
thats kinda what he does
Here is the update from March 20th
ignores things and twists numbers into his favour
improved reloading SFX gotta be the best balancing change trust
The "Salty" in his name does him justice, but that doesn't mean we shouldn't keep the discussion civilized
kek
The post i linked to is 28th of march. So after the fact
Sorry Im late to this thread, let me try and find it
Been playing in the test zone and it is really hard to nail down what could be balanced further.
I mean shield damage could be reduced but it is definitely hard to determine due to leveling of equipment. Plus the bots in the test zone seem like level 1 stuff.
They also aren't moving or fighting back like a real player would
Yes, they are fast, yes they can equip a lot of damage, but lights also have the lowest armor and shields. Energy wall effectively blocks their flames and their movement. Getting flanked by a flamer that sneaks up on you isn't a flamer issue. Them using a Phantom torso for stealth, you not paying attention to the map and having tunnel vision, team not covering you, has nothing to do with flamer damage needing a nerf. They have to be in close range to use them. They are meant for high damage, high risk moves.
I do think the dot aspect needs a nerf. Peek out, tap flames, poof, ticking damage, repeat. Should take time to build up flame damage the longer it's held on target. That's the only nerf I would make.
how is this thread still active, it has like 1500 messages
cause aparently not a lot of people like flamethrowers
Just going to sneak in here to say that we will be having a PTS which will include some balance changes for the flamethrowers. More info next week š (on Tuesday!)
^^^^ yeah please because that is the silliest OP wespon I've seen in this game ...take 0 talent to become invisible and flame throw someone to burst ...if you run 5 of those Robots ...you don't need anything else ...at all
..
.
I literally sold all my lighters ...because it's a kiddy rage setup imo and takes 0 talent ...
Nice šš¾
Canāt wait to see the changes!
I'm saddened about that nerf eventhough I get that the players running 5 flammers are ennoying they are not profitable to their team as they die quick.
And just to say all the messages here are not in favor of the nerf by the way.
Nerfing the main flanker meta will just encourage even more the camping one that is already in place.
As I sais before in the thread the flammer are not a ploblem in my opinion as you can just keep your distance if you are carefull and aware of your surroundings (not sniping away or artillering away fully scoped) but if has been decided already I guess we will see how it goes.
If anyone is temped I will not engage in unusefull debates after that message it was just my point of view
5 flamers? Using anything more than three lighters already requires huge sacrifices but having 5 is outright impossible.
I think they meant 5 robots with flame weapons
Well in that case they would be an hindrance to any unorganized team as they have very little flexibility. If there are any hangars with 5 CQC robots it's definitely a playstyle driven choice.
should have a vote already, lol
Flame throwers need a huge nerf, you guys need to up the currency you receive across the board. Iām grinding 4-5 battles just to get 1500 gold ?! And then when i scrap my old stuff levels 3-4 .. you give me the scrap as if it was a level 1 weapon,torso, shoulder I just destroyed !!!!! and Iām starting to see the pain from FTP and PTW ⦠this developer is known to be greedy and stay feeding the whales ⦠one game Iām mvp.. the next with a crew of whales against I canāt even get a kill ⦠yall better show love to the free to play players .. or Iām gone just like your game rush royale which yall have ruined
i mean you should not get an entirely maxed out hangar in a day of playing also scraping things is a mechanic to effectively throw away parts you no longer need if you realy need scrap just buy them directly in the shop
Tbh both of you are acting like children
So go take your little squabble somewheres else
Wow I rolled my eyes so far to the back of my head I think I can see behind me now, thanks!
Donāt take out your anger on me bud. I already to you to take your pitiful life somewheres else, donāt make me ask again
And you should start acting your age. The 45 year old looking man in your pfp isnāt showing the slightest bit of maturity. If itās even you that is
Anyways back to the flamethrowers, all that needs to happen is the reduction of the effect count. It just needs to have a build up time instead of taping the trigger and the burning effect being at 100% instantly
Thank you for saving our sanity
I agree metal , especially armor ...woukd take a long time to heat imo... I mean they are War Robots 𤣠, Not... Leaf Robots
Bro speaking straight facts
The Reload is so long it doesn't even matter
You have to flee if you want to do more damage
They definitely did that for balancing Purposes
Excellent damage for a limited range, not a good amount of ammo and a reload that makes you feel like you're 90 after it's done
Definitely voting a no on this one
But have a heavy flame thrower on top
That's just unfair
I hate harppy's because they can do that
But the mechs that have the flame throwers are Usually flankers so the best way to kill them is to at least keep a eye out for them
Especially on those points
After not watching your points After not even 3 minutes later you hear
ENEMY TITAN DEPLOYED
Then you wonder why they got there titan so fast and you look back and see all the points capped, now you know why there's a titan
Well said, i probably will never repeat this enough times: Awareness is key against close range flankers. You must not get tunnel visioned or else they will get the drop on you, and when that happens if anyone could just run away without the usage of a gear or an ability flankers would never be able to secure a kill.
Most people are solely focused on where they can go from where they are, completely disregarding the other half of strategy. Defensive positioning and allowing yourself that few extra seconds of perspective can negate any close quarters combat.
The only time flankers can really secure on you is if your attention is focused on another enemy mid engagement.
Although, this is a game where you only have 6 opponents. Communication with your team and having eyes on the entire map is essential.
or if they kill you in 2s
before you can even react
Exactly relying on in the moment reaction time/instinct will get you destroyed.
There are only so many routes one can take on each of the maps. Each step needs to be calculated or face the unholy bum rush of incinerator/lighter duo with a harpy torso š
Now if you get frozen by a Siren torso, only there is acceptance.
the issue isn't because flankers exist
there's a reason why flames build has become meta with many players in the upper leagues with 2-4 flames builds in their hangars, and not any of the other flanker weapons (at least for flanking purposes).
we don't see as many scourge, scatter, or orkan flanker builds (other than a mid ranged orkan-siren build).
if a scourge flanks you, you can just jump or twist to avoid it because scourges only focus fires on one module at a time and if you can get them to waste enough ammo on any other module, you can survive long enough for them to reload for 8 seconds.
if a scatter flanks you, you can probably just outpower it directly because it's projectiles splits it's damage and often hits other modules instead of splash damage like flames
if a orkan flanker (except orkan-siren build) flanks you, you can just dash out of the way because it's projectile travel speed is slow enough to dodge, and if they waste their ammo, their full reload speed is even longer.
but if a flames flanks you, it has the highest reliable burst dps in the game, the highest cycle dps in the game, splash damage that makes it easy to hit multiple modules, decent average reload speed, and very good DOT if they're using a incinerator.
Orkans and scatters don't benefit as much from flanking nor force you to flank, they're way closer to frontlining options and if they are meant to be used in another way it is because they're quite lackluster. In fact lighters and scourges are the only "brawler" options, that said lighters are not much better in terms of dps/consumption compared to scourges and not much harder to use, only harder to aim.
Lighters have their pros and cons when comparing them and are often interchangeable when making a CQC build, when we take the incinerator into account though the balance gets thrown all over the place. It consumes way less and it deals damage comparable to a lighter, they are annoying on defenders but lethal on specialized builds (e.g. harpy chassis build)
orkans and scatters are categorized as flanker weapons so I included them. we just don't see them a lot on flanker builds because flames outshine them. orkans will still very do well with siren freeze though, but scatters got nerfed way too hard imo
**Lighter **- splash damages each module individually
Burst Armor DPS: ~22,483.8 splash (8,574.3 focused)
Burst Shield DPS: ~14,638.7 splash (7070.9 focused)
Cycle Armor DPS: ~10,035.7 splash (3,827.1 focused)
Cycle Shield DPS: ~6,534 splash (3,156.1 focused)
Unload: 4.16s
Reload: 5.16s
Cycle: 9.32s
**Incinerator **- splash damages each module individually, damage over time
Burst Armor DPS: ~16,886.8 splash (7,443.2 focused) + 81,000 DOT over 4.5s (18,000 DOT DPS)
Burst Shield DPS: ~15,070.7 splash (5,713.3 focused) + 13,500 DOT over 4.5s (3,000 DOT DPS)
Cycle Armor DPS: ~5,769.8 splash (2,543.2 focused)
Cycle Shield DPS: ~5,149.3 splash (1,952.3 focused)
Unload: 2.73s
Reload: 5.26s
Cycle: 7.99s
Scourge
Burst Armor DPS: 5,721.5
Burst Shield DPS: 8,354.4
Cycle Armor DPS: 2,548.3
Cycle Shield DPS: 3,720.9
Unload: 6.32s
Reload: 7.87s
Cycle: 14.19s
if you look at the numbers, lighters are way better than scourges in terms of dps/consumption. scourge builds require more weapons in order to compete with flames dps, so it'll make a lot more sacrifices because of the extra weight
scatters go through walls, essentially thats called a wall hack.. shouldn't have to be nerf'd if it wouldn't do that.. and it should be more visible with a blue ring or something like a air cannon vibe.. then it would be more practical. personally I don't like lighters, because I know its a cheap weapon, because of the wide berth is the shooting type.. and leaves the after effect.. so thus if it was more narrower, it could be more dodgeable and thus add more buff.
Focused damage is what matters for flankers as it grants them exactly what they need: short TTKs.
Pulling out of a fight as a flanker is often not possible as it takes away the most important advantage: the surprise factor.
I would like to propose some nerfs/reworks for lighters that probably wouldn't be as controversial as some other proposed by diehard flame haters (Just need to look at the title for an example):
-
Reducing the splash damage. It allows incompetent flankers to just rush in, deal insane damage and die, it might not be useful to them but it is to their stats and their teammates. Along with this i would put a reduced flame particle size so it's not as much of a noob tool and skilled flankers can focus their damage.
-
Inverting their role of damage maximizer with scourges. With that i mean inverting most of their stats and making the scourge the highest damage/weight option (11 energy, 3 weight) this way we make high rank CQC require more aim.
Incinerators hitting you from half a map away , and through walls ...and having DoT... what could go wrong?
I did not talk about incinerators in my previous message, please don't try to put words in my mouth.
On top of that we're talking about the balancing of flanker weapons, Incinerator is a defender weapon and the fact that it can be placed on flankers is a problem on its own
Clarification: i'm talking about flanker weapons right now with fishstickers, i know what the thread is about
I was talking about incinerators, not everthing is about you ..and I asked what could go wrong ...
Then why did you ping me as to respond to my message?
I asked a question ..guess that not allowed here?
What i perceived was an ironic question made to mock my statement
And I messed up , I ment to ask her ... not your weird self ...
For that I apologize
Sure, no problem. I apologize for the rude response
@lost dew no worries , Have a Blessed day!!!
I thought I was gonna have to step in again š
In a game mode that rewards suicide robots, flamers are good at that. All they gotta do is reduce contribution for dying and flamers will drop to a less effective way to easily get rank 1 every match, which is the only reason people spam them.
huh? we dont get points for dying 
subtract from your total contribution.
ah I think would be nice to give a bonus to those with most bots remaining, better than a punishment for losing bots. the current addition of most damage getting bonus points gives even more reason to spam high dps builds like flamers
No, that's the opposite of what needs to happen. If you give bonus points for least deaths, people will just run the whole fight and not contribute.
You gotta penalize deaths to nerf flamers. Better solution than removing them
i agree, if you do poor enough you can already gain NEGATIVE xp (as of day one patch idk about now), no reason to give negative points and send new players to hell
no idea what the convo is about just wanted to chime in
i actually have a screenshot of one of my friends losing xp lmao let me find it
Contribution affects rank, not xp
So if you just run in, do high damage and die a bunch, you won't get much contribution, which makes sense because you're not really helping your team win.
and here was the scoreboard for this game
But currently if you do that, you'll often get top rank or second
Which makes no sense
ehh i still think subtracting them is a slippery slope. because (if impact contributes to xp, not completely sure) things like this can happen
Nah, just affect rank
and we don't want new players losing xp, they will die a lot
you mean how much elo you gain at the end of a match?
or your placement in the lobby
You know how contribution affects your placement at the end, and that's what affects how much rank you gain/lose
ohh yeah that's fair, i agree with that
But it relates to flamers because instead of removing them entirely they would essentially be nerfed in ranked matches because they are often very Squishy and die frequently. So even if you just run in 6 times with flamers and rack up a ton of damage, your rank score will suffer because you died 5 times and didn't really help your team
If you keep winning you'll still advance, which is fair, but if your team loses you'll likely get negative rank
honestly i don't think flamers need to be removed. just close range combat needs a big overhaul. imo scourge is the ideal "balanced" close range weapon, it can be outplayed but can also nuke someone.
I think penalizing score for deaths is an overall feels bad thing. and because it doesn't affect only flamers, but also everyone because everyone dies. I dont think it will solve the flamer issue, just maybe the people who charge in carelessly
oh I don't think its about removing flames anymore, its more about rebalancing flames
Well naturally everyone dies, which balances it out on average, but light close range suits die far more frequently
Ehh. if you know how to play or have the right build they can survive for quite a while
So you gotta play flamer suits with skill, or suffer.
But as it stands now, I've literally played matches with 5 people all running flamers the entire match and they just run in and die
Usually at least one person has 3+ flamer suits
And they use them to rack up damage fast to get top contribution
And that's just unbalanced
yeah its become such a meta where players are just carelessly spam mob rushing in groups of multiple flamers. they aren't even flanking with them anymore, they're just charging in directly head on. and depending on the build, they can be quite tanky flamers, so they'll do heavy damage and are harder to kill than the average flamer.
Donāt forget invincibility by spawn protection. Literally the worst, kill someone just for them to blow you away with an incinerator 2 seconds later.
Even the tankier ones die fairly quickly to 2 suits.
I always avoid hanging around enemy spawn locations, but nothing is worse than 2+ people waiting to spawn until you get close. I hate that that's a strategy.
So glad tomorrow is the beginning of much needed adjustments. Im hoping the test server has more than just flamethrower changes.
there's no flamethrower changes for the update though. Only thing getting changed is they're undoing the (un)intentional stealth nerf to credit gains.
Unless you're only referring to checking out the test server stuff. Then one can only hope
Yeah thats what I meant, I know nothingās final but hoping we get some good balancing out of the test server.
They rush in, rack up a lot of damage, and die....that's 3 bots out of their hangar if they are running that many. Trading a kill for a kill, unless you're specifically targetting the same players bots, is just a waste and isn't helping your team win when you get botted out before the halfway point.

