I don't know if flamers will be in the game but assuming they will be the difference between MMs and flamers is the spread. As far as I know the MM can only hit one person at a time whereas a flamer would have far larger AOE at the cost of damage. If they make it true to the TT as well (which I hope they do) the flames will wrap around corners a bit making it very difficult to take cover from a flamer.
I still see a problem with the concept of the melta and MM being a continuous stream of energy. Neither in the TT, the RPG games or the novels are the melta weapons portrayed in that way, at least as far as I am concerned. And for a game that was born in the concept of being true to the 40k lore, doing this kind of stuff (and lots and lots of other stuff commented in other posts) it's a dissapointment.
Matt Ward was also approved by GW,the current SW lore-rape/snuff is approved by GW ,do i need to say more?
I went and looked on lexicanum and it seems like the portrayal of melta-weapons is a bit incosistent. From the MM page: "In different sources, melta weapons are described as firing with either a blinding flash, and emitting a beam of light, or just projecting a nearly invisible beam of intense heat." But as the others said, GW has spoken.
Been there, done that. But did I asked to OP the weapon again? I don't really mind that in regards to devs/havocs, they are slower, they can't cap, they are fairly weak in melee and they are supposed to bring most pain. Its been said already why MM is in good spot even if its really effective vs infantry as well as vehicles, it literally unleashes hell from its barrel. If there is one thing MM is too effective against, its jump assaults, who should excel as a counter to them next to stalkers. PC got some tweaks from what I can tell. Why bring apo if you can have medkit? Why bring bolter when you have plasmagun? Why power fist when power sword/mace/axe does just as good? And its not like this other options do not have counters.
Storm bolter will always be my close range bolter of choice. I use it often on my busdriver/capping loadout simply because it lets you win at close range, and I don't often have a problem with meltas since after 20m they can't hit you. I take a multimelta to defend points since I need to often respond to vehicle threats but I'm also not worrying about capping. One is better for taking the map and the other is better for defending, and I would hope that devstators maintain that role of supporting their tacticals who are securing points. agree with the jump assault thing though, flickshotting them is way too quick.
From my experience, the MM kills too many people too quickly. It's supposed to be a Heavy 1 weapon, which means either/and set-up-tear-down time, slower killing speed (higher TTD against MM) or some other speed-based handicap, like slower turning speed, or you have to stay immobile for X seconds before shooting, etc. I agree that one shot of the melta and MM should kill if it hits on target, but the real problem is that the rate of fire is too high. Right now it behaves like TF2's Heavy's minigun combined with the Pyro's flamethrower, and I thought we weren't doing flamers in this game.
After PC nerf whiners switch to whining about MM nerf. I see all the same people. You are seeking that devastators have had no playable weapons?