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Aye, IMO it would have been better to balance the flamer stats, instead of ammo count. But oh well, only a minor complaint to be honest. The enemy mechs are good enough to keep overheating themselves, plasma shower or not.
to balance the flamers weapon stats, it will be difficult.
1) range (no changes will be needed)
2) damage (it can never be as high as small lasers)
3) amount of heat generated by the weapon (no changes is needed)
4) overheat the enemy mech (might be increased just to make up for not changing the others)
Surely thats finite? You can only eject so much of your mechs reactor fuel as a weapon before it will ultimately run dry.
The problem is then you get people in Firestarters mass cooking others in Multiplayer. It was never a science thing but a game balance thing.
In the TT, remember, flamers don't do heat damage, they do 3 damage for 2 heat, unless you played with the optional rules.
....actually... go to the datafiles in the json, change flamer ammo box availability to 'True' with notepad. It lets you add flamer ammo boxes.
They took it out for balance but yes, it was in there.
Yah, this feels more errrrm, realistic (cant say that with a straight face), have to watch your mech's fuel levels if you are a mechwarrior and just venting everything with mass.
You should check out what they use as reaction mass in jump jets. Strong recommendation. Do not stand anywhere near jumping mechs.