Yep, bringing up this tired old topic again, but don't leave just yet. I'm coming at this from a new angle, so just hear me out.
So, for a long time the Incinerator has been a fairly hot topic of debate (see what I did there? ) and I think a lot of people can agree that it's in a kind of weird place when it comes to balance. It's not overwhelmingly overpowered, but it does a couple of things too well, especially for something that's supposed to be designed around a support role. I don't think simple number adjustments are sufficient to fix this, either. Straight damage or health nerfs don't really address things like how broken its synergy with the Tech is, and straight nerfs like that could cripple it in areas where it's already vulnerable like surprise attacks. Instead, I'm suggesting a deeper rework of its design.
Summary:
-Rebalance primary weapons so Papa isn't the only weapon worth using
-Rework SAARE so that there's a reason to use the primary mode over the alt-fire mode
-Adjust how heat absorption from other mechs works
1: Primary weapon balance
This part mostly is just stat tweaking, but it's a glaring problem with Incin at the moment. There's no really good reason to not use the Papa on it, and this is the first thing that needs to change. I'm suggesting the following:
Baby:
(Disclaimer: my grasp on its current stats is a little rusty, so I'm just going to list out what I think the weapon's attributes in general should be rather than focusing on what values to adjust.)
In general this should be the longer-range option for primary weapons on the Incin--not quite as much damage as the Papa, but better reach and accuracy.
-Spread should be tight with a relatively good effective range, up to medium ranges or a bit beyond
-Damage per shot should be moderate, to give it an average-to-high overall DPS in line with other sustain weapons like SMC.
-Heat per shot should be high enough to supply constant firing of the SAARE
-Possibly a slight ROF increase
Papa:
Should stay about the same role that it is now: closer range, higher rate of fire, faster heat generation. But, it should be dialed back so that it's not THE choice like it is for the vast majority of Incin play currently.
-Damage per shot should be about the same as Baby damage levels
-ROF should stay high
-high spread, relatively low effective range (similar to Vulcan)
-Heat per shot needs to be significantly reduced. It's higher heat generation should come mainly from the higher ROF and not from each shot itself.
Mama:
I've barely played this weapon because I didn't like the feel of it, so I can't say much about it. My only real change for this weapon would be to speed up the spool-up time when starting to fire, and possibly increase the max ROF slightly. People with more experience with this weapon are welcome to chime in here.
Overall, I feel like Baby should be the general longer-ranged option, Papa is the close-up damage-focused option, and Mama should be the area-denial/heat utility option like it is now (I feel like Mama in general is in a pretty good place already, it's just too outshined by the Papa)
2: SAARE rework
This is the meat of this topic. Right now, there is zero reason not to try and use the alt-fire mode of the SAARE as much as possible. You gain additional damage, heat transfer, and splash radius without sacrificing anything (unless you're using Baby, which doesn't supply enough heat to support constant firing). This is frankly dumb. There need to be real reasons to use BOTH modes of the SAARE, and that's what I'm aiming at here.
Note: I'm going to talk about stats in reference to current values for the two firing modes, with 1 equating to the current primary mode and 2 representing the current alt-fire mode. This is just for simplicity instead of worrying about raw numbers.
Primary mode:
This is the mode that will take the role of both current firing modes on the SAARE. It will be a middle-ground between the two modes we have now.
-Damage dealt should be in a rough range of 1.25-1.5 of the current damage values (so just below/at halfway between regular damage and alt damage now)
-Heat drain per shot should be around 1.5
-Heat transferred to the enemy should be in the range of 1.5-1.75, or possibly even higher
-Splash radius should be around 1.5
-ROF should be the same as what both modes are now
The goal here is to adjust the SAARE to focus more on heat-delivery rather than straight damage. The heat inflicted should be enough to force an enemy to retreat after a few direct hits without being so overbearing that fighting an Incin becomes completely frustrating. Ideally heat drain should be balanced with heat generation for the primary weapons so that a Baby can supply full ROF of the SAARE without stopping, and if both are fired constantly I think the mech should overheat after around 10 seconds or so, so a little bit of heat management is still necessary. The behaviour of the Papa-SAARE combo should be around the same as what we have now (bursts of Papa fire and constant fire of SAARE. The overall damage output is just toned down). Mama should have enough heat generation to also supply a constant SAARE fire rate, maybe overheating after around 8-ish seconds.
Secondary mode:
This will be completely new. A few people have talked about wanting a flamethrower-type weapon in the game, and I think this is the perfect place to implement that. Switching to the alt fire mode on the SAARE will cause it to fire a continuous stream of fire that travels a relatively short range, deals moderate damage and overheat enemy mechs extremely quickly. This will be useful for controlling crowded objective points in Siege or MA, and could be a helpful way to force enemies to disengage if they try to jump the Incin alone in an ambush. It might not kill the enemy, but it can force them to back off long enough for help to arrive, or to keep whittling their health down with the primary weapon.
-DPS will be the same or just slightly more than the DPS of the new primary fire mode (the short range can offset the damage, so it won't be the same situation of 'always use alt-fire' like we have now)
-I imagined the range being similar to the range of a MIRV shot, but I'm flexible on this one. It should be long enough to be useful but not so long that there's no reason to use the primary fire mode.
-Heat drain per second will be THE SAME as the new primary fire mode. Switching modes will not provide an advantage of being able to fire your primary weapons longer. The mode switch is for different utility purposes, not one being better than the other.
-Heat delivery for mechs caught in the stream will be very high, enough to fully overheat a mech in around 2 seconds or so of direct hits. Possibly there should be a small 'aura' effect where enemy mechs close to the flame or to the Incinerator itself will also experience a small amount of heat transfer.
3: Heat absorption
-The Incin should no longer drain heat from enemy mechs, only teammates. As it is, if an Incin is on the enemy team and it's not currently shooting at you, it's supporting you as much as it's supporting its team by draining your heat and allowing you to fire longer. This goes against it's intended team-support role.
-To control the effectiveness of the Tech-Incin combo, I suggest that the amount of heat that the Incin drains from allies decreases the longer that ally is firing its weapons, until eventually the Incin isn't draining heat from them at all. If the allied mech stops firing (say for 1.5-2 seconds), the heat drain returns to full strength. This way techs won't be able to simply lock their heal beam on an Incin and heal forever. The Incin still allows them to heal longer than normal, but the Tech will still have to pause every now and then.
And that's it! That is my idea for a mechanic re-work on the Incinerator to make it a more balanced and interesting mech. I'm sure there are holes and problems with this suggestion, though, so please poke away at it and discuss! I want to see what sort of ideal set of mechanics we can come up with to make the Incin fun to play and not cause people to rip their hair out when facing one dug in with its team with a Tech.
I realize that this kind of rework isn't really feasible for Reloaded at the current time, but I still wanted to put it out there and see what people though.
Edited by DM30, 05 August 2015 - 08:49 PM.