haarp I don't see why we would need to take up a primary slot to be able to do what we already do. Especially since once you ran out of grenades, you would basically have to take a cyanide capsule. My proposed idea is a give and take in terms of balance. You won't see anymore 0-to-death ambushes on mechs who are running passive or not paying attention to their sensors, but BA gain some flexibility.
The problem with Flamers is it is never better to take a BA than any other asset with a flamer. 1 BA is completely incapable of overheating an asset in anything but extreme circumstances, even if he uses all his Inferno Charges between Flamer bursts. BA don't suffer from heat buildup, which is nice, but even though they have that going for them and their flamer is like 40% stronger than a mech flamer, mechs usually have 2 or more Flamers. Flamer Harassers have 6. Why take 2 BA instead of 2 Harassers? The overheat mechanic is built around those kind of numbers, which is why it is worthless for BA.
We could increase heat damage from Inferno Charges to help BA with overheating. Maybe we could have inferno SSRM rounds. We could double-check if the mpPPC is dealing any heat - I thought it was supposed to do a bit. I am just worried about the grenades being able to 1-hit ASF if we do that. Or maybe they could do some heat, but also decrease heat sink efficiency for a short time, or create an area of hot air (lile my Plasma Cannon idea below). But if that is okay, then...
Flamers as a primary w)could be useful for groups of BA, and BA who want to do it alone could buy a second heat primary, inferno SSRMs, etc..
My idea for Plasma Cannons/Rifles was that Rifles did a little bit of splash damage like a PPC, and Cannons would leave a temporary cloud of heating plasma. I am imagining them being very visible and having a slowish beam of sorts. However, for these to be viable l, they would have to replace the mpPPC in a loadout. And to do that, they would also have to be useful for mobility somehow. They would also have to do more heat damage when used properly than Flamers (for the duration of thr attack, not overall), because they would have a charge-up and would need to be cycled to.
The reason nobody using Small Lasers is because to get its good DPS, you have to use it constantly. That means forgoing your other weapons, which leads to an overall lower DPS.