It was recently buffed. Yes.
However, its performance is still incomparable to the other 7-man squads, and the squad itself is still situational, given that flamethrowers are still situational player-only weapons that penalize movement.
It is also the only squad with 2 fixed trooper slots after all specialist squads are fitted in.
What I’m proposing is to remove its riflemen slots to increase the squad’s overall utility.
Here’s an example of a modified roster:
In the example, care was taken to avoid adding another automatic weapon to the squad’s roster, and unlike the present roster, having an additional automatic will not get in the way of making redundant engineers/radiomen, while also giving the squad a niche as a 7-man squad capable of fielding up to 2 bombers.
Whatever roster we end up with, I strongly desire removing the fixed riflemen/trooper slots to make the squad more than just a meme to use.
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Its need only for US and soviet sides.Germany have FG 42.
I think its a good idea to make it more versatile but honestly the way i see it flametroopers now are like premier, min maxed assaulters - (relatively) tanky with incredible aoe/area denial potential, not to mention the crowd control factor (and the dps of the tier 2 flamethrower is not to be ignored!)
For this reason i think adding more assaulters/a sniper/gunner to the squad would be a bit much, but you’re onto something with its utility - perhaps add options for either one or both of the remaining riflemen to be replaced with either AT gunner or engi. After all, it is an already specialised squad with 7 men - that’s pretty powerful and its not like riflemen are useless compared to other classes.

Flamethrowers used to be situational. Now they’re absolutely amazing. Now that is coming from a flamethrower main. I played flamethrowers since May. I played them in moscow as germany. They were good but not amazing. Now theyre amazing. I can burn out entiere squads in SECONDS of starting to shoot.
An example. Were on the last point. It is being capped by the russians. I managed to get into the point and there were 2 narrow corridors. Full of people, a few seconds of spraying flame there and a few seconds there = 10 kills. Objective cleared mostly. Still lost the game 
Still flamethrower squads are really good. Imagine them as an assaulter squad. But instead of 4 assaulters you get 2 and 2 flamethrowers. And an engineer. So you can have 5 specialists and 2 troopers. That is pretty good
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Exactly how did they become not situational anymore?
Tbh I don’t see a need for more specialist soldiers in this squad. It’s a quite good, run and gun oriented squad.
Maybe additional engi and radio would be nice, but that’s all.
Most maps are CQC oriented and FTs are CQC oriented. FTs got buffed so they perform well in their “natural habitat”.
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Exactly what can a flamethrower squad do that another 7-man squad can’t? Burn things, sure, and that’s about it.
Other 7-man squads have snipers and/or gunners. Not to mention, unlike the the other 7-man squads, it needs to sacrifice an engineer for another assaulter. Literally neither of the 2 other 7-man squads are forced to make this kind of compromise.
And what can assaulter squad do? More assaulters, nothing more.
Gunner squad? More gunners.
I’d say 2 most popular 7 man squads don’t have anything special about them, just “more”.
And I agree about 2nd engineer. It should be avalable instead of 2nd trooper.
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Assaulter squad:
- Has more SMGs, yes
- Can have 2 engineers without sacrificing any firepower
- Can actually have either a sniper or gunner. Something flamethrower squads have literally no access to in both cases
- Has no rifleman slots, so every squad member has a role
Gunner squad:
- More gunners, which again, the flame squad doesn’t have, as well as the option for a sniper.
- 2 engineers without sacrificing any firepower
In both other squads:
- They excel at all ranges.
- Can clear a capture point or area without the flame gimmick harming your team.
- Are practical to use regardless of map.
The flamethrower squad only works at close range, and I must emphasize this: Are player-only weapons that severely hamper stamina.
The flamethrower squad:
- Needs to pick between a second assaulter or an engineer. The only squad where this is a forced choice.
- Has no snipers or gunners
- Cannot even have bombers available without sacrificing assaulters, which decreases overall utility.
- The only squad with 2 fixed, inflexible rifleman slots
I have literally posted a table of possible squad compositions, and I can’t believe I have to point out things that are this obvious. The flamethrower has less choice of what classes you can put in its squad, and whatever choices you have, you’re arbitrarily forced to make compromises, unlike the other 2 standard 7-man squads.
The flamethrower buff does not address how niche the weapon is. It makes it personally more usable, but as a combat squad, it is inferior due to having less specialist choices, which is the entire point of what I’m saying.
It’s about as useful as people saying “Well, I use AT rifles as sniper rifles. Haha nice meme”
From a meta tryhard perspective, it’s impractical. Fun, sure, but only that.
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No it doesnt
No you dont. You need to sacrifice radio operator
A radio op is a rifle with the opportunity to call arty every 4 minutes.
An engineer is a rifle with support capabilities.
For most of their conceivable life span as a unit, they’re both riflemen with additional utilties.
An assaulter is an automatic weapon by default, and contributes to a squad’s basic firepower.
In what scenario will you be sacrificing a 7-man squad’s firepower to get engineers, when your choices of unit are literally riflemen armed with different utilities?
It’s different from choosing between an assaulter and an engineer, where the choice affects your squad’s basic firepower, or your utility.