Zulu Flamers
⚪ Last updated 2022Preview

🔍 Analysis
- 👍 4.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #54 of 91 Weapons mods in this game by downloads
📋 About This Mod
Zulu technologies we saved the best for last. The base game flamers are just not good so I gave them some love!
OVERVIEW
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[]Base Heat damage upped from 0. 5 to 1
[
]Heat damage now increases with weapon level like damage 10% 25% 40% and 60% respectively[]Damage lowered from 2 to 1
[]Heat upped from 0. 4 to 0. 6
[]Adds Extra range and Heavy flamers at start
[]Adds Clan, Clan Extra range and Clan Heavy flamers 3067
In tabletop BattleTech there's a lot more you can do with flamers that you can not do in the video games. I'd always hoped that video games will turn it into more of a crowd control but every version seems to be lacking in this regard. In Mech Warrior Online there are very few valid builds with flamers some of them even required boating six flamers because they're just not that good and they're not really meant to be there are utility weapon and not much of a combat weapon. However with mods we can change them to do what we want so my goal is to to make flamers more valid in combat And bring them more in line with Inferno Srms and Magnetic Pulse Warhead Lrms having one or two can weaken your enemy and boating more can cause shutdowns.
Flamers have a lot of disadvantages, short-range, continuous fire in order to compete with inferno srms and the like I first had to increase the baseline heat damage from 0. 5 to 1 this damage applies 10 times a second so 10 Heat damage a second. Next the heat damage increasing quark for higher tier flamers does not work so I made a work around they now increase heat damage like their damage 10% 25% 40% and 60% respectively. Flamers are not really meant to be damaged weapons so I dropped the damage from 2 to 1. Fire is hot I upped the heat from 0. 4 to 0. 6.
Lore vs Game play
In BattleTech lore the inner sphere did not make Extra range and Heavy flamers these were brought to the inner sphere by the clans, so they are not available until 3067. You have to wait a very long time to get inner sphere versions of these clan weapons and even then the clan versions are better so it doesn't make sense to use them at all. I lowered the starting dates for ER and heavy flamers so you don't have to wait to 3067 to get obsolete weapons. Clans only use ER or H flamers they don't have a base flamer but I want that option so I added it.
Known issues
The flamers I used came from yet another weapon and yet another clan weapon (Thank you Cszolee79) if you do not use these mods my mod will add the flamers if you do use these mods try loading my mod FIRST! Normally the last mod will override the first mod I do not know why but for some reason loading his mod first overrides mine. Also if you do not have Yetanotherweapon yetanotherweaponclan or yetanothermeclab please go check them out these are awesome mods made by an incredible person!
📊 Mod Details
- Game
- Mechwarrior5mercenaries Mods
- Author
- Kurst
- Version
- 1
- Downloads
- 528
- Endorsements
- 26
- Category
- Weapons
- Created
- 8/17/2021
- Updated
- 8/15/2022
🔧 How to Install MechWarrior 5: Mercenarie Mods
Download from Nexus Mods.
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