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TLRoff

Captain
5 Badges
Sep 13, 2018
303
23
  • BATTLETECH
  • BATTLETECH: Flashpoint
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Crusader Kings II
Love the mod but.. there's an Overpowered issue with flamers especially on a mech with engine double heatsinks.

First off all the flamers have been set to negative heat.. most are -6 one is a -7.. that heat they shed when fired.

Kind of like having a free heat sink. When the engine double heat sinks are mounted the heat shed is doubled and so is the heat put on the target.. I've been merrily running around locking mechs into heat shut down with a mear 4 Flamer ++'s (15 heat each) while standing off and feeding them almost all my energy weapons at the same time.

SO the engine Double heat sinks upgrade doubles the heat projected and the heat shed. Setting heat generation back to zero I would think would solves this though I'll have to see if it still double heat on target.

The extra shots are handy but i would suggest maxing "ammo" for the flamers at no more than 12. * shots per flamer sounds more sane otherwise they're just to powerful especially with the doubling in effect..
 
Thanks for your feedback. I rebalanced flamers in the latest version, now available on Nexus:
[mod edit: no links. not even nexus.]

Reduced the stock heat vented by flamers to -1, and reduced the stock damage and heat damage slightly after feedback and testing. Let me know what your playtesting reveals on your end.
 
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