Disable firing back when soldiers are on fire or dramatically increase the firing inaccuracy

To me flamers feel a bit over nerfed now.

What seems to happen is:
Set bunch of people on fire
Get instantly shot by one of them
GG.

As the flame trooper mobility while shooting was reduced (good) it’s time to look actually make fire damage more serious. I would propose either of the following:

1.) Completely disable firing back
2.) Increase the shooting inaccuracy for both bots and players by a very large margin

3 Likes

Forcing any soldier set on fire to do the put-out-flames animation would be a sufficient buff imo.

The way it is right now, you can choose to shoot or put out the flames. In most cases, it’s the former, especially since fire extinguishing speed has basically become a free perk for everyone since the perk rework.

3 Likes

I just cooked 10 guys on BR5 in the Pacific with flamethrower.
Its good for crowd control and clearing out enclosed spaces like bunkers or basements.
I think flamethrowers are about OK as they are now, they do their role and are not overpowered, BUT they could also be a bit stronger and more interesting.

In my humble opinion, flamethrowers should be buffed by increasing its area of effect in places with bad air circulation (bunkers, inside large buildings with few windows) so if you were to unleash fire inside a fort through its firing port, everyone in that room would catch on fire.

4 Likes

Also make flames in general last longer than they do now

1 Like

Well, I’ve shot and killed quite a few people who flamed me as I have time to shoot them, then put out the fire and heal myself. Same with the AP mines as I have seen people run through an AP mine unfazed, and since I thought that door was protected I wasn’t prepared to confront them and they shot me. So, DF goes a little overboard when they un-nerf weapons.

In all honesty, if I had just been blasted with a flame thrower, I seriously doubt that I am going to survive, and shooting back while being incinerated is probably not going to be the first thing that comes to mind. Same with an AP mine. If I ran through one that didn’t kill me, I certainly doubt that I am going to be remaining on both feet ready to engage the dude who placed it. Most likely I am going to be unconscious or rolling around in pain trying to figure out where my leg went.

1 Like

Well I don’t know why here they nerfed normal grenades and flamethrowers and explosives in general so much literally you have all squad in other games you have one life and then you are back to the respawn:

Real flamethrower vs. “Not a Flamethrower” by Elon Musk.

Here a good comparison what a real Flamethrower can do

Just as with bullets and cannon shells, distance is important, also with flamethrowers.
The shorter the distance is to the enemy, the more deadly they are.
So hit the enemy with flames from up close and they will be roasted instantly, the further away they are, the less dead they will be and they might shoot back.

1 Like

It seems bad to me now.
Because he is not (very suitable for cleaning the room) but (can only clean the room)
But your enemies only need basic awareness of indoor combat to easily counterattack and kill these low-threat intruders.
And the equipment level is too high
The flamer’s level was set before the nerfs.
However, there are no corresponding downgrade measures after excessive weakening.

Increase the damage of fire or remove the movement penalty or increase the attack range (choose 1 from 3)
Then move all flamethrowers down 1 level

1 Like

Being unable to shoot back will effectively turn flamethrowers into full area one hit kill monsters.

That being said, you are also right that shooting back is quite easy, but then again the “only” thing you can do is shooting back anyways…

You can also wait to die

1 Like

True