First flamer squads only get a very bad flametrower, even the late game flamers with better flametrowers are comonly loosing to SMG and LMG squads in CQB which is seriously wrong. Flametrowers should and were rightfully so kings of CQB. But in game a simple tapping on your soulders removes burning napalm? I seriously doubte it. This mechanic of putting a fire out should be completly removed from the game. Its only pourpous is to give you time to gun down the flamer and then remove the fire and continue on which is increadibly stupid and unbalanced, why dont flamers get a ability to remove bullets then? not really smart idea but thats what I and I would assume most players feel like about flametrowers.
I understand its hard to model flame jets in a game and because of this game tend to keep it simple with flametrowers yet in Enlisted this weapon is mostly really situational even at the best of times. To not make this post too long, putting a flame fire out by tapping on yourself should be removed completly. Only way to put out a fire from a flamejet should be to dive into water. Flamejets are sticky liquid which is on fire, you are not taping it off yourself ever.
This simple change would make flametrowers the real crowd controlers of CQB which they have a right to be, unlike completly unrealisticly good weapons like MG42/34 and quick fire high capacity SMGs.
Hmmmm honestly, in terms of realism you do have a point. As it would be ridiculous irl for someone just to be able to pat out these flames. As if they were just being lit up by a tiny portable blowtorch or something. Buuuuut on the other hand, I can see this being abused or annoying as others are concerned about. Ngl tho it would be an interesting change to try and balance it with the “one tap” nature of most other guns.
I mean, no, not really, no. Only a madman would have been using a flamethrower that close to himself.
Flamethrowers were good to between 50 and 100 meters, since they weren’t spraying fire IRL, they were spraying liquid that was usually on fire, but could be sprayed and later ignited. Good for clearing bunkers from the outside, setting enemy vehicles on fire if you were close enough, or denying the enemy use of a building or resources.
Until we have fully destructible buildings, realistically modelled flamers would be OP monsters at any practical range. Yeah, being able to put yourself out while you’re covered in burning petroleum isn’t realistic, but the risks of using the flamer itself aren’t realistic in the game either. As the mechanics sit, They’re okay in CQC, because they obscure vision, deny avenues of approach, and fry your enemies. Losing to SMGs and MGs in close combat is just part of the balance.
Flamertroopers were not the kings of CQB. That would be the assaulters with tailor-made CQC weapons such as the submachine gun.
Flametroopers were the kings at clearing fortified positions when they got close, and they did so by either suffocating the enemy forces inside the position, or incinerating them and their equipment.
A better mechanic would be to give flamethrowers the ability to do proximity damage when used near personnel so they don’t require a direct hit to do damage. Additionally, they should have the ability to destroy light fortifications such as sandbags, rally points, ammo boxes, and MG nests.
On the flip side? They should be incredibly vulnerable to being killed by shots to the tanks, not by exploding as some Hollywood films would have you believe happens, but rather by rapid acceleration from the highly-pressurized contents of their tanks becoming unpressurized.
On the flip side, putting out a flame faster by going prone first and then extinguishing it would make more sense and be something I’d like to see.
Flamethrowers had a far shorter range than that. The Flammenwerfer 35 had an effective range of 20-ish meters and the Flammenwerfer 41 only improved that by extending the range to 32 meters. The US M1 Flamethrower had a similarly stumped range that was only increased to 45 meters for the M1A1 and then reduced again by the M2 variant to the 30-ish meter range. They honestly shouldn’t be their own class in this game, but rather a situational weapon given only to Engineers for use alongside other potential weapons such as demolition charges/mine clearing line charges and whatnot.
Tbh, I’d be terrified if the flamethrowers had that range in real life. Like, fire is already a bad way to go, but the idea of fire from typical engagement ranges on these maps is mortifying.
Right? And if they did have that range, it would be indirect. Just a bunch of dudes hanging out in a trench or behind a hedgerow, when suddenly THE WORLD IS PAIN AND FIRE
Makes me want Incendiary Artillery and Mortar rounds even more. If Incendiaries were better modelled in the game, I could see Engineers or Flametroopers (if they didn’t just roll the class up), being insanely useful in wiping out the masses of scrub we see in Normandy and other heavy flora maps.
To be fair if the flame thrower is to be buffed, I would rather go fo still the same time to kill but hard incapacitation for the burning victim, so while they are burning they can’t fire back. That way you would fix the issue were s machinegunner just kills the whole flamethrower squad before dying from the burns.
Also in real life flame throwers asphyxiate their victims to death by burning the oxygen around them, and that is important because dying by fire can take up to 10 minutes of burning.
id rather they stop the cross-battlefield mg sniping, but for flamers they should just make u unable to shoot while on fire, make the time u burn increase the extinguishing time proportionally, and make molotovs do less damage or flamers do more. i dont like how u can tap out burning gasoline, but i dont want to be instakilled by accidentally stepping in a molotov’s aoe
I hear you. Flamethrowers are borderline useless unless on certain maps and situations atm.
However, I think not being able to put the fire out would be a bit OP and would get abused.
How about instead of that. Making it so that if a soldier is on fire they can’t shoot back.
Changing the bot agro algorithm to make them a bit less aggressive to flamethrowers. To me it seems they draw bot fire as if it were considered an MG.
Because atm if you can sneak up behind a squad with a flamethrower what usually happens is you open fire kill and set on fire maybe 2 to 3 people before the whole squad of bots whips around and kills you.