Its riskier than BBY and M4MA, for sure, but to call it high risk is a bit generous. Pay attention to your heat bar and you'll be fine most of the time.
Why not? We're in a suggestion forum. I would think stating that a description does not match the function would be well within acceptable bounds.
What if any mech encouters such things? Incinerator takes infinitely available and absurdly high DPS in exchange for a permanent radar signature and difficult positioning.
Two things: a good damage dealer is defined by its ability to do damage, which incinerator has in greater supply than any other mech, and if PPA is your primary source of damage (as opposed to the SAARE), your're doing it wrong.
Is the Incinerator the main problem with it being a support mech, or the Papa? Seriously, except for Papa the Inc is perfectly good as a heavy support mech. The Reaper's second weapon is not a sniping weapon. Does it stop making it a sniping mech? No.
Using the Papa properly is not elimination of risk, and compared to all other weapons in the game, Papa is one of the riskiest.
And I said Incinerator is not the *perfect* damage dealer, not that it wasn't a good one (which is only really applicable to Papa SAARE).
For sure! He is so good support-mech that he has the highest potential DPM, and able to stand on forefront of the attack, and lead the the whole team in fight as main tank.
it is an excellent definition of the support-mech.
Bruiser - it is support-mech. Can Bruiser tanking for a long time with tech? No. Because Bruiser - is a support.
Tech - it is support-mech. Can Tech tanking for a long time? No. Can tech kill raider in 1vs1? with difficulty. Because Tech - is a support.
Can Incinerator tanking alot of damage with tech? Yep. Can Incinerator deal alot of damage? Yep. Who is incinerator - support? Yep.
Even I've said I don't mind the Incinerator being able to get he from the Tech's heal beam. Also, don't bring up A-classes as potential tankers, that's just silly. Also it would be easy to out damage the healing of a tech compared to any mech with Turret Mode. Just saying.
- What if the enemy ambushes a Papa Inc?
- press shift+s and kill it.
Spin up. Also that implies only ambushes come from behind and that no ambushes involve hit and run tactics.
- What if the enemy flanks it?
- look on radar, then kill it.
Spin up.
- What if you are sniped from a distance?
- Stay with you pocket-tech behind cover, if it come close, kill it.
That assumes there is a tech around. Also, *SNIPING* entails the guy isn't attempting to come close enough to get hit. And your solution is not for just an incinerator. Your "solution" in invalid.
- What if you are trying to dash to help and run into a group of enemies on accident?
- Don't use suicide-rush. Just shoot from place where you stand and kill it.
Suicide rush? Trying to get back into battle and accidently bumping into other enemies is a suicide rush? Also, this implies that the enemies are, you know, visible immediently from a spawn point or at any point in the map, which is half feasible for, what, one map?
- Or nearly any single mech?
- i suppose, kill it.
Same as above. Alternatively the solo mech could run away. With proper cover the Papa Inc is at a disadvantage in chasing enemies down because of the Papa's startup time.
- The Papa is not great in any of these situations.
- ....nope? :D
I've used the Incinerator in optimal and not optimal conditions. In any situation I mentoned above other weapons beat out the Papa in terms of general usability. Have you used the Incinerator for a large number of battles?
Also the Inc does not need longer cooldown time. Overheating already limits its firing enough. Not just the actual cooldown time, but because your secondary is not immediently available coming off a cooldown, and is largely dependant on the primary weapons, which in the case for Papa and Mama, have considerable start up times.
Edited by Panzermanathod, 01 April 2015 - 08:26 AM.