battletech flamer ammo. If your target is already overheated, you can probably keep it overheated by firing your flamers in groups of two or three. battletech flamer ammo

 
 If your target is already overheated, you can probably keep it overheated by firing your flamers in groups of two or threebattletech flamer ammo  There is a way to add more, heck there is even an ammo box in the files just not available

Anti-BA bonus damage: +100%. •. SavageWolves • 5 yr. 5T (+0. Defensively, the Behemoth II mounts two turret-mounted anti-missile systems with two tons of ammo apiece. 22 Type II 4-tubed short-range missile launcher and DuPont Ultra PM flamer are available for use. The game works best when the total number of units are fairly close for both sides. Units not powered by fusion or fission engines may not use Standard flamers. Was about to set a light 'Mech as a flame platform when I noticed the flamer has finite ammo. Those people are dead wrong. BV (2. 3. Load up lots of AC weapons. The vehicle crews were noted using alternate. Last Update: 28 Apr 2018. Variants []. Perhaps we should give them back the ammo we lost in the flamer nerf? Un. My. The critical hits refers to when armor is breached and you cause damage to the enemy's weapons or ammo. Artillery platoons is based on the guns. #1. Flamer Mass: 1T Damage: 2 (or 2 heat) Heat: 3 Range: 0/1/2/3. I’ve always house ruled that a flamer can be used to set fire to a forest hex without a roll because its a nuclear. I'll have to check if it has been updated. Those machineguns are EXTREMELY useful vs infantry. C. For aimed shots apply +3. Brawler:. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componet CASE, short for Cellular Ammunition Storage Equipment, was pioneered by the Terran Hegemony in the mid-twenty-fifth century in order to prevent the complete destruction of a unit in the event of an internal explosion. 6 shots in one battle. My pick for best weapon in 3062. This was exchanged for a pair of SRM 2 launchers mounted in the turret with 2 tons of ammunition. First produced in 3093, the Pixiu Heavy Tank is a Heavy Combat Vehicle produced for the Capellan Confederation's Armed Forces just after the Jihad. There's light and medium battle armor which are clearly piloted as vehicles (Infiltrator Mk I, Rottweiler, Salamander) and heavy/assault suits that look like you wear them (Ogre, Phalanx, Ironhold). The critical hits refers to when armor is breached and you cause damage to the enemy's weapons or ammo. for his magnanimity, to Chris W. But as a general "I have to outfit this shitty. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense. But the damage itself can destroy locations, and can potentially take a mech out of combat. ? I can't even buy flamer ammo!So I bumped the default built-in ammo from 6 to 24. Grommet 's main military-grade weaponry includes a Large Laser and a vehicle flamer, both found in its left arm. New posts All threads Latest threads New posts Trending threadsIts also great versus turrets, where it can hit outside of return fire. 9. Other manufacturers have noted this ingenious dual purpose and have taken to refitting their coolant trucks in such a manner. The 23 BV for the ton of LRM semi-guided ammo will get added to both the Raven and J. Page 1 of 2 - Burn Them Alive - Quad Flamer Ammo (ModTek) - posted in File topics: Burn Them Alive - Quad Flamer Ammo (ModTek)The first time I used flamers, I ran out of ammo real quick and was like whaaaa. The flamer utilizes two ammunition bays, designed with the option of adding an alternate ammunition to aid firefighting crews in the cities. . If you need to explain the balance to yourself, the wording on the tin says the flamers are powered by the engines on the mech. Those equipped with arms are also unable to flip or reverse them, requiring that they twist their torso to hit opponents directly. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componetThe first time I used flamers, I ran out of ammo real quick and was like whaaaa. Plus flamers completely destroy infantry, have no ammo to explode and can quickly make smoke screens. For obvious reasons. jsonEdit the 12th line and adjust the value: "StartingAmmoCapacity" : 4, Disconnect Flamer ammo, reduce flamer weight to 0. Range is one of the most important factors in choosing the weapons to outfit your mech with. Haven't tried anything with the AMS ammo. Standalone weapon pack that contains all weapons from the Yet Another Mech mod. slaser good to melt armor on enemys mech. It is a well known fact that to burn your enemies alive is a rather. So like why did this flamer nerf come out of the blue? Iniciar sessão Loja Comunidade Apoio Alterar idioma Ver versão para computadores. Miniatures Game Battletech 'Mech record Sheets 3039. Variants []. Battletech Blackjack Upgrade TéléchargerBattleTech flame going in the community—especially Scott Bukoski and Matt McLaine. Or get ++. Inferno missiles are awsome. Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release. The flamer ammo thing is dumb. Thunderbolt TDR-5SS is a Heavy-class 'Mech in Battletech. Equipment. There had been rumors that it was going to be changing to 5, but no streamers ever tested them and the MechLab tooltips didn't mention ammo. Don't ever recall ammo being a thing for flamers on any of the games, even in MWO. Battletech ammo types. Defensively, the Behemoth II mounts two turret-mounted anti-missile systems with two tons of ammo apiece. Flamers and ER flamers are fed by the engine's heat, so require no fuel. Manufactured by. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. 420. Description []. Rifle is about 1. You can't deploy a mech without ranged weapon, and every mech can do melee attacks. Say a mech has 5 points of armor and 7 points of internal structure in its left arm. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense. As most. ToHit. Comes in two versions. ago. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. So, in summary, this is the damage a full ton of the listed ammo would do:Mech Data BATTLEMECH RECORD SHEET Head Left Torso Right Torso ARMOR DIAGRAM Weapons Inventory Type Location Damage Short Med. 10. (When used for a Sprayer, however, Fluid Gun ammunition provides half the number of shots as it does for Fluid Guns. 0) = 675; LRM-10 This 2954 variant downgrades to an LRM-10 with two tons of ammo. 045. Also, firing coolant through a flamer/sprayer reduces the number of hookup points available for other uses (the tank can only pump so much coolant). Fluid Ammo‎. . 50 Cals but this is likely to be more a generic terminology for machine guns. MGs get lots of random pilot injuries, also good at blowing up ammo if armor is stripped. Long Range Missiles have provided military units with a decent far-reaching punch for centuries. I know they needed to be fixed, but flamers use the mech's reactor. Unless maybe you have a oodles of support slots and are melee like a hopper. BattleTech. The amount of heat applied is the same as the weapon's. Galax Pathogen; Gauss rifle; H. Try carry that through 2x lances of assault mechs on a 5 skull. Anmelden Shop Community Support Sprache ändern Desktopversion anzeigen. This is an opportunity and a threat. From the Battletech Master Rules, Revised, pg137, under the Flamer entry: "Under normal circumstances, a flamer does not cause heat damage to a target. Battletech Free Download PC Game Cracked in Direct Link and Torrent. In BattleTech, incendiary ammo like Inferno short range missiles are extremely lethal as they can cause Humongous Mecha pilots to faint in their cockpit from Over Heating or cause ammunition to cook off from sheer heat, but Inferno ammo is also highly explosive. Perhaps we should give them back the ammo we lost in the flamer nerf? Un. 31. SRM isn't really needed. •. getIndirectFireCapable (weapon) Postfix add per ammo or weapon modificator if direct fire detected. I can't even buy flamer ammo!So I bumped the default built-in ammo from 6 to 24. All successful attacks hurt the target, and may cause overheating, knockdown, critical hit,. Machine Gun (Medium) 2 [DB,AI] — 1 2 3 SRM 2 (Body) 2/Msl [M,C,S] — 3 6 9 Ammo O O. Its weaponry was mounted in fully articulated turret-style pods, and only consisted of two small lasers in the left arm, a. With 2 MLasers extra, that is potentially 200 damage to a single point. Use a Prime Plasma Caster and you can stock up on ammo. 9. Sadly according to my rulebook flechette/frag ammo is inner sphere tech so dont think i can field those: seems infernos are the only alternate ammo i can pack. Center Torso Ammo (SRM) 3014 21 Center Torso (rear) 7 R/L Torso ER Medium Laser11 15 R/L Torso (rear) 7 R/L Arm 7 14 R/L Leg 11 18picture: Thunderbird Battle Armor [Upgrade] [LB-X] news: May update 05/2023 During May we have added and updated a. GO TO: C:SteamLibrarysteamappscommonBATTLETECHBattleTech_DataStreamingAssetsdataweapon. I'm running 50-60 ton mechs after two days and 18 hours into the game, got some general thoughts on weaponry: 1) beam weapons are not good, too much heat build up and too many heat sinks needed 2) ballistic/missile weapons are the way to go through. Due to the nature of heat transfer, the plasma quickly dissipates beyond very short ranges. BTA have permanent evasion that makes lights a viable option through the whole game. A next gen trooper should ideally have a superset of these capabilities, at least D10 at R18. But even still. With BattleTech not having any kind of native mod support, setting up RogueTech is a little fiddly, but nothing too demanding. However, the Eck vs Carlos video showed this: Infantry in the open dont really belong in a btech game:the scale is too different and 50 infantry units for 1 mech just doesnt make sense in BV balance. All other aspects (including common sense) are tertiary or inapplicable (beyond being rules compliant). The Heavy Flamer is larger and heavier than the standard Flamer, but inflicts twice the heat and damage effects of a standard Flamer to non-infantry. Weapon shop locations. Locate the code line: "disableLoggingOnLoad": true,. There are options with a flamer that the rest of the boxed set mech weapons don’t have. In MWO, no fuckin way, Jose. The LRM-20 fires twenty such missiles. If ammunition is hit, it explodes and destroyed the location it is stored inside. Internal Ammo: 4. Depending on the army, a "battery" (company) of tubed artillery is around 6-8 guns. for his magnanimity, to Chris W. Perhaps we should give them back the ammo we lost in the flamer nerf? Un. Author: Mharius the Mad. Has mostly all weapons up to 3070, including all LBX, Ultra, Rotary and Light Autocannons, Light, Heavy and Snub Nose PPCs, Silver Bullet, Light, Heavy, Improved Heavy Gausses, MRMs, Streak SRMs, ER and X. Inferno missiles are awsome. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense. If ammunition is hit, it explodes and destroyed the location it is stored inside. Some weapons are occasionally described as . When you are spanning hitboxes, it gets handwaved, but the idea is that there are zero-crit-slot ammo feed capability along the lines of ammo belts. Can use targeting computer, except for aimed shots with more than one shot. Advertisement Coins. The lack of ammo plus the relatively high weight make them not very ideal for the campaign. 10 damage for an LRM-10), and may cause a randomly determined ammunition bin explosion in the same 'Mech location as the launcher on a separate 2d6 roll of 5 or less conducted when the launcher is hit. for keeping me honest, and to Ray for our pact. com, however at some stage you're going to need a rulebook. BattleTech - The Board Game of Armored Combat » BattleTech Game Systems » General BattleTech Discussion » Autocannon types and ammo opinions, please. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componet ログイン ストア ホーム ディスカバリーキュー ウィッシュリスト ポイントショップ ニュース データBATTLETECH: FAQs, Forum Rules, AARland Rules, Sync Account w/ Steam, File a Support Ticket, Debug Mode, and Bug Report. Anmelden Shop Startseite Entdeckungsliste Wunschliste Punkteshop Neuigkeiten StatistikenAfter playing Battletech Advanced, I sort of fell in love with the Firestarter. HeresyCraft. Why did we nerf flamer ammo? I thought they were fine as they were, if anything they could have used more ammo or just been an energy weapon and generate heat like lasers. With a dual purpose in mind, a single JF 4 flamer was added to the turret. In order to provide a new gaming experience. Ammunition • All Ammo • Arrow, Thunderbolt and LAM Munitions • ATM and iATM Missiles • Autocannons and Rifle Ammo • Chemical Lasers, Flamers, and Plasma Ammo • Gauss Ammo • LRM and SLRM Missiles • MG and Artillery Ammo • MRM, MMS, and HMRM Missiles • RAC, UAC, and LBX Ammo • SRM and SSRM Missiles • Support Ammo •Flechs Sheets is a browser-based playing aid with tracking and automation features that can also print sheets. But don't they kind of completely overshadow our old flamers? There is pretty much 0 reason to use flamers now for heat damage because inferno is just better. For cluster ammo, apply -1 to to-hit modifier for all ranges, resolve as cluster weapon. This mod sets Flamer, AC 2, AC 5 and AC 10 ammo to TT level and modifies the slots of AC 5, AC 10 and AC 20 (and possibly LRM 20) to match TT level. But don't they kind of completely overshadow our old flamers? There is pretty much 0 reason to use flamers now for heat damage because inferno is just better. The flamer animations in MWO and BattleTech are both completely, utterly, implausible for something fed by a fusion reactor, regardless. Flamer; Flamer (Vehicle) Fluid Gun; Fusillade; G. Category. Due to multiplayer balance issue, Flamer has very little internal ammo, 4 per flamer per mission. Machine guns are. a trio of MGs, leg mods, and chemical lasers. Seven improved jump jets let the 'Mech cover 210 meters in a jump. The Fluid Gun is nothing more than a militarized Fluid Sprayer system. Vehicle flamers and heavy flamers use fuel - vehicle flamers in. The Vehicle Flamer performs the same as a 'Mech-mounted Flamer, venting superheated gases at a target to cause it to overheat/burn up. are only for "conventional infantry". In BattleTech, incendiary ammo like Inferno short range missiles are extremely lethal as they can cause Humongous Mecha pilots to faint in their cockpit from Over Heating or cause ammunition to cook off from sheer heat, but Inferno ammo is also highly explosive. It also gets shot by a PPC. Elemental Battle Armor [MG] Era: Succession Wars. Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesCapabilities[. There's some great online resources like Sarna. If you need to explainBATTLETECH ForcePacks Record Sheets - Wave One - Read online for free. (When used for a Sprayer, however, Fluid Gun ammunition provides half the number of shots as it does for Fluid Guns. While pure damage is cumulative and 'everything counts', heat damage can be reseted by simply disengaging for a round or. FAR FAR FAR more effective than a PPC or Gauss Rifle. 로그인 상점. Version: Burn Them Alive - Quad Flamer Ammo (ModTek) - Version 0. I'm going to copy and paste the contents of the game files listing the mechs for sale in the faction shops. If you're only talking about 1 or 2 support slots, flamers are lighter (1 flamer vs 1 mg + ammo) or the same weight (2 flamers vs 2 mg + ammo) as MGs. 1) By titanopteryx. They combine flammable chemicals with an adhesive compound to shower their targets with a burning gel. Am I missing something, or is my memory playing tricks on…"Each weapon can draw ammo from any ammo bin that carries the right ammunition for that weapon. 5 tons and give us a Flamer fuel ammo that weighs 1 ton and contains 8 ammo. By toughening the feed lines and storage tanks, the engineers of Solaris VII created a system roughly equivalent to a Flamer. 0 Not set: 16 Apr 2019, 1:56PMWas about to set a light 'Mech as a flame platform when I noticed the flamer has finite ammo. Therefore you won't run out of flamer ammo. The enemies come in waves, and yo can use the terrain where you start to keep out of LOS of the second lance and avoid direct fire from most mechs. That being said, vehicles not powered by fusion engines (most of them) can mount ammo-based flamers - I dont think this is relevant for the game though. This includes the machine gun , the small laser , and the flamer . Войти Магазин. they only have 6 ammo max and thus you only have 6 shots per flamer. Burn Them Alive - Double Flamer Ammo. Also the most important location on the mech to protect, and the. BattleTech. It is essentially a more advanced Flamer, firing superheated material in a state similar to that found in fusion reactions and solar flares. Never managed to hit anything the times I've loaded AP into an. BV: 404/58. The flamer deals crazy damage to infantry, but it's not great for putting down mechs compared to a medium laser. This weapon can melt Earle solo in under 20 seconds. If the gun goes he doesn't need the ammo around to be able to explode. The Enclave Plasma Flamer uses a lot of ammo but it does HUGE damage. Navigate to your Steam BATTLETECH folder. 5 tons. the clustered damage is a good way to inflict motive damage on vehicles and fragmentation rounds are better than even a flamer when it comes to shooting infantry (a LRM-20 does a flat 20 points of damage to an infantry unit when. The one that comes with A Game of Armored Combat is a. Related [| ] Machine Gun: Same continuous-fire ability, as well as a similarly increased critical chance. Logged Warning: this post may contain sarcasm. Were they getting abused in MP or something? OK, the pages in question are TacOps 106 for Coolant Trucks and 361 and 363 for the two types of alternate ammo 1) Page 106 says that coolant fired from a flamer (Doesn't say it needs to be vehicle, regular seems to work fine) reduces heat of target 'Mech by 2, with a max of 5 flamers or equivalent firing, and that Heavy Flamers reduce heat by 4. 1. SMLaser is 20 damage for 5 heat for 0. . < 1 2 3 >. Don’t get me wrong--the Inner Sphere is still definitely a capitalist society (broadly speaking) and money still makes the galaxy go. You can hit the urbie mech in the rear until there's a few hitpoints in structure left, less. Don't ever recall ammo being a thing for flamers on any of the games, even in MWO. 5. Was about to set a light 'Mech as a flame platform when I noticed the flamer has finite ammo. From the Battletech Master Rules, Revised, pg137, under the Flamer entry: "Under normal circumstances, a flamer does not cause heat damage to a target. When creating custom ammo tags use: "ammoCategoryID" NOT "Category" CAC will handle it anyway allowing both field names to be used, but you are not using CAC so you HAVE to operate new field style body. so be liberal with turning them on and off. Belépés Áruház Közösség Támogatás Nyelvváltás Asztali weboldalra váltás. So like why did this flamer nerf come out of the blue?I saw this post on the BattleTech subreddit a week ago, and I felt a certain kinship with iamfanboytoo. I kind of had it in my head that they had like 100. Unless maybe you have a oodles of support slots and are melee like a hopper. An extremely short-ranged weapon, the flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat. If you need to explain the balance to yourself, the wording on the tin says the flamers are powered by the engines on the mech. To Joshua F. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componetIt is a well known fact that to burn your enemies alive is a rather satisfying pursuit. 6 shots in one battle. Unless maybe you have a oodles of support slots and are melee like a hopper. Se connecter Magasin Accueil Liste de découvertes Liste de souhaits Boutique des points Actualités StatistiquesCommunity Outreach - Exploring BattleTech Lore And History With Sven Van Der Plank ; Bad 'Mechs - Stinger ; Your BattleTech News Round-Up For October, 2023. This mod differs the most from TableTop rules, and seeks weapons balance and replayability over faith to source material. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componet6 shots in one battle. 6 shots in one battle. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Combat: Attack Rules. If I heat that portion of your mech to a certain point, it should get a higher and higher chance to detonate the ammunition in that portion. References. As most non-'Mech combat units lack expensive fusion reactors, vehicle flamers instead draw from a pool of combusting "ammunition" and use that to generate the stream of hot gas. Flamer, vehicle flamer, heavy flamer, and ER flamer are all different equipment, with slightly different rules, requirements, and effects. Other manufacturers have noted this ingenious dual purpose and have taken to refitting their coolant trucks in such a manner. 2. One condition though, I will trade with you but I have to get your weapon first. The damage code on the base. Brace until the mech powers up again, then flame it. But don't they kind of completely overshadow our old flamers? There is pretty much 0 reason to use flamers now for heat damage because inferno is just better. but yeah guess otherwise I could go with a flamer indeed (or a small pulse or two) on custom designs. The most often hit location, and the most often focused location. Harebrained Schemes rolled out a new update just recently -- v1. You DONT want infantry to exist as an initiative sink--ie taking 12 cheap infantry squads to move first so. 35. ProtoMechs mass between two to fifteen metric tons and stand anywhere from four to six meters in height, with the cockpit mounted in the upper chest. It carries a 1/2 ton of Heavy Machine Gun ammunition, a single ton of Heavy Flamer ammunition, and two tons of Plasma Rifle ammunition. Version: Burn Them Alive - Quad Flamer Ammo (ModTek) - Version 0. LRM indirect + 1 scout kiting needs a small nerf and that one will be enough. 1. I know that; just feels pretty limiting. Hatchet; Heavy Flamer;Notes []. Two double heat sinks are also carried. In this game, overheat damage does not explode ammo. Do flamers run out of ammo in vanilla? Business, Economics, and Finance. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense. If that doesn't interest you then idk what will. . If you need to explainThe Challenge: a 'mech using ammunition-based weapons, the trick is, you need to be able to sling a full ton of that ammo down range in a single turn. Was about to set a light 'Mech as a flame platform when I noticed the flamer has finite ammo. Small lasers and machineguns are support weapons which fire automatically after a physical attack so you can do additional damage. It's crazy how easy it is to open holes to torso locations on multiple mechs with a single unit/turn. The burst fire damage from weapons like flame throwers, machine guns, pulse lasers, etc. 5-1. . Equipment. There isn't one. There is a way to add more, heck there is even an ammo box in the files just not available. 3References. As such, a secret flamer technology has been unleashed upon the world, doubling its ammo capacity. Use Bobbert's Mod Options to set variables. Fire makes ammo explode, it's kind of how ballistics work (excluding the gauss). IMO flamer is useless now, either give them unlimited ammo or just add a fuel componet6 shots in one battle. But even still. The first time I used flamers, I ran out of ammo real quick and was like whaaaa. ? I cant even buy flamer ammo!So I bumped the default built-in ammo from 6 to 24. First produced in 3093, the Pixiu Heavy Tank is a Heavy Combat Vehicle produced for the Capellan Confederation's Armed Forces just after the Jihad. The feature that earned the 135-K its Lifesaver nickname is the ability to quickly convert the flamers to fire liquid nitrogen, able to spray dangerously overheated 'Mechs and cool them extremely fast. 600 C-Bills 694Weapon Heat (18)Dissipation (10). Your lance will still be randomly selected using the following settings: -2 medium mechs and 3 light mechs assigned (Ancestral mech given by default). Tech Base: Inner Sphere and Clan Unit Restrictions: Aerospace units cannot use Vehicle flamers. Ammo (AP Gauss) CT AP Gauss. Zaloguj się Sklep. But to answer your question, yes, any mech could mount 4 AMS if they wanted to spend the cbills and tonnage. Were they getting abused in MP or something?OK, the pages in question are TacOps 106 for Coolant Trucks and 361 and 363 for the two types of alternate ammo 1) Page 106 says that coolant fired from a flamer (Doesn't say it needs to be vehicle, regular seems to work fine) reduces heat of target 'Mech by 2, with a max of 5 flamers or equivalent firing, and that Heavy Flamers reduce heat by 4. Heavy Flamer Ammo [LA] (2 Tons) Targeting and. The four shots in flamer makes it quite inferior compared to others when taking in account that it does mainly heat damage. Developed by Clan Coyote technicians as part of Khan Sullivan Koga 's revitalization plan, the Streak LRM combines the original Streak's ammunition conservation with LRM range. So like why did this flamer nerf come out of the blue?Galaxy at War adds sandbox play to BattleTech! Now all the factions of the Inner Sphere will be vying for dominance in the galaxy. If you need to explain the balance to. ago. that was an awesome and fun mod. Perhaps we should give them back the ammo we lost in the flamer nerf? Un. I haven't played multiplayer yet, but kind of bummed to see flamers become even more limited in SP. 8. MG 200. ? I can't even buy flamer. It did everything the 6 does, but better-mostly thanks to its Double Heat Sinks, which are basically nonexistent these days. Most mech fighters are mechs vs tanks or more likely, mechs vs infantry. hell, it might still work as is. Giriş Yap Mağaza Topluluk. It's a bit lacking in anti-infantry, but that was my fault, thinking I didn't have room for a cheap AI ala flamer/MG due to a SSRM ammo capacity miscalculation. . The tank first premiered in combat during the Victoria War in. I know that; just feels pretty limiting. However, Mech flamers should not take ammo. The damage values would be sufficient if we had more ammunition, but I don't think it outputs enough damage to justify being limited to only two shots. In this game, overheat damage does not explode ammo. The weapon just states " *4 ammo " wth does that even mean lol That means you get 4 shots, then the flamer is empty. Don't ever recall ammo being a thing for flamers on any of the games, even in MWO. Few mech pilots willingly load their SRM racks with inferno rockets, because the. The "ammo bin" (and ammo-fed weapons) include "ammo-feed" functionality. An AC/5 is 10 tons and 6 crits for 5 damage. Because this sub is for the tabletop Battletech - you want r/Battletechgame. . Battletech - Equipments Guide. The structure has been redesigned to use an Endo Steel structure and the 'Mech also uses Ferro-Fibrous armor and double. The blast removes 5 points of amor and 5 points of internal structure. IMO flamer is useless now, either give them unlimited ammo or just add a fuel componetDescription []. The Flamer is a short ranged energy weapon that shoots a concentrated beam of plasma to damage and raise the heat levels of an opponent. Unless maybe you have a oodles of support slots and are melee like a hopper. Extended-Range (ER) Flamer (ER Flamer): Normal scale: Introduced: 3067 (Clan Jade Falcon), 3070 (Federated Suns) First developed by the Clans, the fusion-based extended-range (ER) flamer variation relies on improved magnetic coils and a narrower muzzle aperture to achieve more focus and propulsion at the cost of damage and spread. Weapons and Ammo Location Critical Tonnage Bloodhound Active Probe RT 3 2 CT 1 2 Angel ECM Suite CT 2 2 4 Jump Jets RT 4 2finally found enough of the ++inferno missiles to fill up my Kintaro experiment. Uploader: Mharius. This was exchanged for a pair of SRM 2 launchers mounted in the turret with 2 tons of ammunition. I wouldn't call the damage AND heat option a "house rule" it's right in the Battlemech Manual as an optional rule under Flamers. Ammo for fusion engine powered flames is definitely not canon, so this mod is fairly lore-friendly. But even still. Like a Flamer, it has it's own built-in & limited ammo supply. However, the Eck vs Carlos video showed this:Let's give you another example. Built on an endo-steel skeleton, the Firestorm uses a 250-rated extralight engine to reach a speed of 86 km/h. json Weapon_Flamer_Flamer_2-Olympus. Don't ever recall ammo being a thing for flamers on any of the games, even in MWO. My wife writes books. Designed to fight other Clan BA, the Bearhunter is a short-ranged weapon that has a significant damage bonus against Battle Armor. The basic Battletech game uses a distribution of 44% for Males 46% for females and 10% for nonbinaries. (Note: EC is an abbreviation used by historians to designate "Early Clan" designs. The ammo need not be carried in the same location as the weapon. Author: Mharius the Mad. 2million and ammo was 45k I think it was. But don't they kind of completely overshadow our old flamers? There is pretty much 0 reason to use flamers now for heat damage because inferno is just better. It also makes no sense. Now it would apply to all units. Grab Firestarter and refit its flamer into SMLaser. If you need to explainBattleTech. They have extremely short range and low damage, but they also have a special feature: unlike larger weapons, they can be fired when you melee attack an enemy. As such, a secret flamer technology has been unleashed upon the world, doubling its ammo capacity. Most enemy mechs are just running stock so if you happen to know that a case of ammo is stored in an arm or leg somewhere you can target it and an extra hit to the pilot before the side torso blows up too. It does 2 points of damage compared to the regular SRM-2's 8 damage; in comparison, a flamer does 5 damage. I'm generally a fan of putting the ammo with the gun unless my weapons are spread over multiple body sections. When you know that lore-wise the 'Mech directly ejects the plasma from it's reactor core, that makes no sense.