only seeing red and yellow
and i’ve killed sprayer few times through all this. not so hard, especially when you’re burning like forever before dying
only seeing red and yellow
and i’ve killed sprayer few times through all this. not so hard, especially when you’re burning like forever before dying
Ok let´s assume that´s true (it takes a couple seconds to die afterall) how do you kill them exactly? Do you play nothing but SMG/LMG squads and spray in the general direction through all the flames and despite the heavy arm sway?
it often takes up to 3 seconds and guys just extingush anyway. i experienced this myself, i saw guys in Berlin, not dying after flamenwerfer 41/ROKS-3 (and yes i died to them). it takes about second-two to be oriented at flamer or even kill him before he reaches you. only when he ambushes you and nobody covers, he has chance to wipe whole squad. sometimes skilled flamers wipe few of them, but more often i kill 2 guys with cylinders or see so and that’s over
Wich is what happens a lot in my experience. Nobody expects a flamer to run around the corner and set a whole room on fire. The people who do that ussualy don´t let themselves be caught in the open. AI squads also use Flamethrower sqauds so that might have been the guys you´re killing. They only shoot small bursts too so they´re not very effective at room clearing.
did you see that much rooms, especially where infantry sits closely and waits to be wiped out? me neither. most common scenario is open fresh air around cap point, where flamer tries to work and immediately gets few fancy minijack ports in head
They have since nerfed the fires too, used to be any little fire lit you up just barely touching them now I can run right through fire as long as something does’nt light me up directly. That New Georgia map is pretty harsh on flametroopers a bunch of those objectives have the foot of water at the bottom making you actually have to flame jet them to death. Most of my old soldiers have the flames extinguish perk, I guess I still pick it when I have room but it’s not the high priority it was, tbh i don’t see flamethrowers all that much anymore that I think about it.
honestly this sounds actually good, having only a sidearm and cannot fire your flamethrower unless you are aiming will balance the flamethrower without nerfing the gun itself
I’ve been playing flametroopers a little more, and i guess they’re somewhat balanced. You definitely get picked off quickly. I still think you shouldn’t be able to carry a rifle with you, unless maybe you get the perk. Those things actually weight like 70-80 lbs fully loaded.
While using flamethrowers your mouse sensitivity should be significantly reduced or some other mechanic added to prevent people from spinning like a maniac.
I think removing your ability to sprint, similarly to AT rifles, would go a long way
Yeah, too much mobility for such a heavy and devastating weapon, they should be powerful but not very mobile, these are very heavy weapons after all especially the fluid on your back.
I think I’d prefer some kind of packing/unpacking/ready animation to not being able to sprint at all, this game is too fast haha. Imagine if you had AT soldier who’s only weapon was his at rifle because he has’nt unlocked the 2nd wep perk having to slow walk across the battlefield, or I guess run around with a knife like a maniac.
so making them completely useless on most places for battle. but i’d vote for that, having less reasons to carry them in setup, instead of i’ll take another engineering or AT squad
Making them useless where they should never have been so good in the first place, open fields, the room clearing would still be viable.
Maybe they could add weapon inertia to flamethrowers because the current system is both unrealistic and easy to abuse.
they will only be good in “duels”. room cleaning is still better with few grenades or molotovs so it doesn’t take too much time and doesn’t make you slow target
I do
[quote=“KoMoK_3JIo6bl, post:25, topic:123897”]
most common scenario is open fresh air around cap point, where flamer tries to work and immediately gets few fancy minijack ports in head
Ok but now you´re ctitisising the Flamethrower when he´s out of his niche. They´re very specialised squad so it just hurts them even more.
If you have ever seen a REAL flamethrower and I mean military grade one being used on a training field you would immediately know that these things on the Enlisted are already nerfed to nothingness.
What I would like to see is that if you shoot a flamethrower guys tank, he explodes and can take others with him.
The flamethrowers just need a walking speed while firing nerf and a turn speed nerf while firing. The “burning through walls” glitch will hopefully be resolved in the future as it’s an engine problem than a balance problem.
You can’t run with a real life flamethrow from WW2, and would need help getting up if you fell over. You also couldn’t carry another weapon. They were very heavy weapons. Also, you only had about 16 seconds worth of fuel.
That honestly would probably go a long way