Flamethrower Issues

I feel like after the Flamethrower got a massive buff, it becomes even more insufferable to deal with. Here is the list of grievance most people have with Flamethrower in general:
-It can shoot through walls, doors, floor, etc.
-It doesn’t ignite the players who are using it while walking forward
-It deals a lot of splash damage,
-The lingering fires ond the ground take longer to die out can ignite you instantly in which a single flametrooper can easily deny the objective easily
-It messes with aiming and visual

Darkflow should really pay attention to how the Flamethrower balance work in a game. Some people dismissing the grievance with " dUh it’S fiRe" and “just roll for the faster to put out flame perk” doesn’t understand that the first thing about about balancing is fun to play with and fun to play against. People on the receiving end of Flamethrower can’t do anything about it other than trying to shoot at burning screen hoping that they kill the flametrooper and put out the fire just in time. Even with the aforementioned perk, you can’t just put out the fire while the flamethrower is still igniting you.

I hope Darkflow will rework how Flamethrower work in-game. I’m advocating for it to be taken out of the game until proper balancing can be introduced but they would ruin the “fun” of most less skill players in-game.

6 Likes

Have you tried shooting the guy with the giant fuel tank on his back? That usually works for me.

2 Likes

Thath work only wen he dont jumpscare you from behind a wall, anyway AOE of flamethrowers need be tweeked, it kill you behind wall and instantly burn you even if the fire only scratch your soldier

3 Likes

i highly disagree.

in a game fast paced like enlisted, where everything is deadlier, flamethrower should be no different.

yet, the first flamethrower has piss poor damage and low range, and the second flamethrower is the only usuable one

beside, on the receiving end you have few options, hope that your bots squad mates gets him ( which it’s more duable after the improvement done to ais )

stab him, shoot him or throw a grenade under your feets.

and btw, what you just did, is not a suggestion.

now, perhaps, a good change ( in my opinion ) to kinda slow them down but still allowing them to do their proper job would be,

the first flamethrower allow you to use it normally like it currently is. no changes.

but the second flamethrower instead, when you use it, you are slowed down. like, crouch walking speed.
( or apply the change speed to both, doesn’t make a difference to me, the general idea is to make both flamethrowers different for different purpose )

even if you are not firing. that way, they can’t be faster, and as a result, they will be somewhat less lethal as their speed is massively decreased. but their capabilities should not be touched for any reason. ( outside burning through the entire houses or even train vagons. yeah that’s bs )

but “”“suggesting”"" to take them out, is completely idiocy.

2 Likes

Flamethrower is cool but the hitreg is completly broken, can ignite trough walls like said …
Other things soldiers are not dripped with gasoline so they shouldnt be ignited instantly when they walk in little flames on ground just if they are directly hit by flamethrowers. And the flames should extinguish quicker and cant spawn on some surface like concrete etc

I used FW a lot but its obvious its a little OP actually

2 Likes

If flamethrowers shouldn’t be ignited easily, so shouldn’t their targets.

Flamethrowers are combining alot of frustrating mechanics that mute the usually great gunplay of this game right now.

1st: They completely break vision, not just by the flames but the weird contrast adjustment that comes with it on everyone that has the slight amount of bright yellow/red/white on their screen (making it hard to see literally anything).

2nd: As often said before, flames tend to ignore obstacles to a certain degree and behave too much like a wave.
Getting shot behind cover and walls by direct firing guns is frustrating and already got adjusted on with nade launcher and tank splash reduction on no direct hits and patching out the majority of objects you could shoot through before (famous GMC or T28 blasting through wooden buildings in their destinct campaigns are no more).

3rd: The time to ignite someone in relation to the effect of beeing ignited is out of proportion.
You literally see flamethrowers jumping around in 180° circlefire cause the slightest touch of flames makes it nearly impossible, especially for bolt/semi auto users, to shoot back in an actually meaningful way, while having a really strong passive and frustrating way to deny objectives or chokepoints.
Something needs to happen here.
I. Either the effect should be easy to apply and still be as impactful as now, but the weapon should be riskier to use
OR
II. It should be easy to apply, the dot effect should be nerfed (dmg lower with less effect on aimswing OR very easy to extinguish yourself) while beeing not risky to use.
OR
III. It should be harder to apply (slower its’ impact down), with the same dot effect while not risky to use.


Ultimately it’s really hard to balance flamethrowers, cause their performance goes hand in hand with the lighting issues the game ultimately has for forced “cinematographic reasons”, so tweaking flamethrower balance sounds like a thing that should be an ongoing progress.
In the end I share the sentiment, that flamethrowers are definitely performing too well for the amount of frustration they introduce.

4 Likes

The flame trooper is in a pretty decent spot with some points that I agree should be looked at or changed.

-It can shoot through walls, doors, floor, etc.

-The lingering fires on the ground take longer to die out and can ignite you instantly in which a single flametrooper can easily deny the objective easily

These two above points are by far the biggest problem with the class and needs to be changed.

The flame circle (The one you see when putting out a fire) should fill up as you stand in a location affected by flames. I can not stand getting tickled by a spark and then being immediately made to combust. This point is even MORE annoying when you add in the fact that those tickle sparks can get you through a wall for no reason.

Everything else about them is fine IMO. The only other thing I would change is the fire effects for it because when a person is just spraying side to side with it, you can’t see a damn thing but that is a minor point.

4 Likes

I did not use flamethrowers for a single second…not even looked at the squad after receiving it.
Crap weapon that asks for zero skill.

1 Like

“Flamethrowers shouldn’t be able to kill me because I’m bad” is all i read in the opening, it’s not hard to kill flametroopers

Our soldiers should be allowed to roll on the ground to put out the fire

This is just bug, was already fixed few patches back, maybe few another fixes will actually fix it.

It used to, and it was really bad, Flametroopers wear fire protective gear, so they don’t catch fire as easly.

Ok, the contrast spike when firing flamethrowers i actually don’t like too, so we have one point we agree on.

But other then that, they work just as they should.
If a flamethrowers is in range, You should have a bad time.
Just don’t let it get close, or throw granades from cover, it’s usually easy to spot them wih all the fire and all

1 Like

Flametroopers are one of the most targeted units on the field. Despite being deadly, coming across a large group of soldiers to ignite on fire, typically draws ALL of their attentions the moment the flame comes out of the nozzle.
Flametroopers have to constantly be moving around quickly, or else risk being auto-targeted by a dozen A.I. soldiers AND human players.

Cause we all know that everyone else that is shooting and standing in the open won’t get targetted by anyone.
Stop the kap.

"priority target"

Sure… you can shoot the guy with the bolt action Kar98

Or…

You can focus your attention on the two soldiers with fuel tanks strapped to their back (who are advancing on the position)

Same goes for radiomen and soldiers packing a large Anti-tank rifle/launcher strapped to their back.

The only issues with flamethrowers are:
-fire igniting soldiers through solid walls/barriers.
-Catching on fire so quickly, when barely coming into contact with lingering flames

Other than that, they serve their purpose in “clearing buildings and bunkers”…

Flametroopers are HEAVILY targeted and often survive for only a short time. It takes SOME SKILL to survive long enough to empty an entire fuel tank without being targeted by every enemy who can see FIRE streaming across the battlefield.

What’s that skill exactly?

Not to sound like a broken record, but fortifications are in the game to hold back enemy troops such as these (barbwire and mines), and limit their power by blocking their firing angles (such as sandbags in windows). The problem is that the fortifications are extremely fragile right now, so most people don’t even bother trying to put them up, giving free reign to absolutely decimate the enemy team with flamethrowers.

Well… for starters, you gotta be good at evading incoming bullets and explosives.

For example, you come across a large group of soldiers (multiple squads who are spread out)… the moment you start emitting a stream of fire… is the moment you trigger the A.I’s defense mechanism.

Fire does NOT instantly kill the person ignited, and sometimes soldiers will continue shooting even while engulfed in flames…
Others will run out of the fire, extinguish themselves, and then continue engaging…

In order to survive and unload an entire 200-300 units from the fuel tank… a player must dodge and evade every soldier without taking more than 2 bullets.

Under these circumstances, players who cannot kill a flame trooper… is a personal issue.

Imagine REAL WAR, and soldiers trying to NERF flamethrowers because they are too deadly on the battlefield. “That’s not fair. Make them weaker so the enemy can kill us easier”. :thinking:

Like I said, the only REAL problems with flamethrowers, are the the flames traveling through walls, defenses, and barriers. And when we quickly catch on fire, from lingering flames (that take a long time to dissipate)

I did write a topic about abuse of fire with flame thrower and new phosphorus gas before, but a quick solution about flame thrower here : Cooldown. Right now flame thrower can empty everything without reload or anything so maybe a Cooldown is a good idea?

Okay, thank you for the detailed reply. You got some points there.
But still, I personally look at them as absolutely annoying - but actually pretty much on the same level like pewpewpew assaulters. And that means, I see no special skill requirements here. It’s rush, hold a button and dodge. Simply not my way to play shooters.

2 Likes

Yes, they are VERY annoying.
Fun to play with, but VERY frustrating when being on the receiving end (watching your whole squad burn to death).

Still… they have their purpose for clearing our heavily fortified areas that planes/tanks cannot easily attack.