Flame guns are one of the worst weapons
Not only do they have a movement penalty, but they can only effectively kill enemies at close range.
Players who are attacked from a distance in a short period of time will only receive a small amount of damage.
Now they are almost extinct and have difficulty functioning
Molotov cocktail
Enemies that pass directly through the flames will not be affected by the burning
They still continue to sprint and break through the defense
The only value is when thrown on ground vehicles (but that’s the job of explosive packs)
so
The fire mechanic should be adjusted back to last year’s version
Faster ignition speed and shorter damage interval
Otherwise, it is almost difficult to use these two pieces of equipment.
These weapons have been nerfed for good reason, though many veteran players dropped these weapons, they still are deadly in the hands of skilled players especially in tight packed urban maps.
No, they were changed with good reason. They are also incredibly unfun to play against in their old form. The only thing I miss is having the range to hit more low flying planes from them, but I think the change was good.
I love my flametroopers.
Use them all the time, I find them very effective and deadly even at long range.
Surprised that not many people seem to use them.
No need for change.
BTW flame 1 sucks, flame 2 rules.
I was never succesful, only saw it once on YT.
A true planekill with flamethrower.
I’m planning to do a Flamethrower Special.
Use only my 3 flamer squads + flamer tank.
That will be fun.
Sadly no time this weekend.
the only improvement i would add is that wooden objects would be caught up on fire longer and eventually become burned down.
The best and closest to reality improvement would be that wooden houses, sheds etc could be burned down entirely, but that would mean a lot of new destruction mechanics that would’ve need to come first.
That would look just EPIC, imagine seeing battlefields with bombs, rockets and flames burning and destroying houses etc.
The flamethrower is a weapon that relies on range and combustion to suppress the enemy.
But it can only effectively kill enemies at a short distance of about 10 meters, which is obviously unreasonable.
Should not weaken core content
At least change the combustion mechanism back to its original state
Let the flamethrower and flame bottle have the power they deserve
Instead of letting the enemy run wildly in the sea of fire
Personally I’d like flamethrowers to have more fluid-like behaviour. So the fuel would travel in an arc instead of vanishing after 20m. This would make fighting buildings a bit easier without directly buffing the flamethrower.
Take into account movement penalty
They just need to modify the burning mechanism back to last year’s version to become balanced
Or refer to the real-life flamethrower
It must be re-ignited or the ignition fuel must be replaced after a certain number of times or seconds of use.
They are still deadly if you use them in indoor area like bunkers, trenches and narrow hallways which makes sense for game design and historically was what they were really used for they weren’t used like how we use them they were for the strategic ability have like clearing bunkers.
The flamethrower is a specialized short-range suppression weapon.
But the current version requires about 2.5 seconds of continuous attack time to have a chance to ignite a single target.
And it takes 2 seconds to burn a single enemy within 10 meters.
It takes more than 3 seconds to burn a single enemy 10 meters away.
Under the same requirements (quickly suppress the enemy in a short distance)
Why not use a submachine gun or high-capacity weapon instead?
This is quite unreasonable for a suppression-specific weapon with a total range of only 18 or 32 meters.
Even if you are continuously attacked by a flamethrower 10 meters away
As long as you kill the fire breather within 3 seconds, there is a high probability that you will not catch fire and will not die.
As long as someone is not extremely incompetent, there is plenty of time to kill the fire breather without much change in the blood volume.
If you react quickly, you can kill it from 5 meters away
Such inefficient weapons are no different from garbage.
The same goes for the bottle of fire
His primary function is of no use when the player can run through fire and continue killing with barely any repercussions.
like mentioned above
Flamers and Molotov cocktails now no longer have the ability to accomplish his basic goals
Basically only shotgun and close combat enthusiasts will use the flamer gun
In the past, as long as players were not too incompetent, they could counter the Flametroopers to a certain extent.
At that time, I only saw incompetent and extremely prejudiced guys crying on the forum.
Not to mention that the Flametroopers also have movement penalties and lower damage calculations.
Could it be that just asking for the return of the normal combustion mechanism will make you unable to resist?
Limit tf out of turn speed while flaming along with overall move speed since the tank is heavy and I wouldn’t mind buffing flamethrowers a bit
What I dislike is people just spazzing their mouse about and now I can’t do anything because I’m stuck in a reload loop whether my gun was loaded or not sometimes, which is honestly why I’m against buffs to incendiaries
How to approach enemies is a skill required to use a flamethrower, which is the same as placing a machine gun in a good firing position. You can’t always say that the flamethrower is powerful within its range,because it is your mistake to let the enemy run to your side with a flamethrower and you also hold a weapon with a longer range.Also, although he burned you to death this time, he may have been beaten to death by you many times in the distance.
Now flamethrowers are like a low-quality submachine gun, even if used for surprise attacks, they are not lethal,it seems that even within the advantageous distance of the flamethrower it still cannot fully exert its advantages, which is why it needs to be strengthened.
Additionally, I believe the range of the flame thrower should be weakened(Both types of flamethrowers should have a range of 18 meters, only the difference in damage and flame range), but it should be deadly enough at close range
I don’t know what you are talking about
But if you can’t even deal with a weapon that can’t kill you quickly
So how do you usually deal with enemies? Target the AI?
Then there is no need to distinguish between the two classes.
I like the 32 meter version
Not because he is 40 meters away in history
It’s because the distance is far enough to effectively suppress the enemy.
Even before, 18 meters could not pose any threat
So for balance
18 meters is placed at level 3
32 meters is placed at level 4
This way only skilled and advanced players will have the chance to encounter the more dangerous version.
Instead of letting newcomers die tragically at the hands of 32 meters due to lack of skills
If the flamethrower is lethal enough, then 32 meters is too far. Now you will find that low-level flamethrowers are more effective in actual combat, becauseeven low-level weapons cannot quickly kill you, and when you use advanced flamethrowers, they are often killed by enemies because they are not lethal enough. Therefore, the significance of the difference between damage and flame range is to enable advanced flamethrowers to play a role in combat against enemies with advanced weapons,this is very important.
In my opinion, a sufficiently lethal but short-range flamethrower is much stronger than a long-range but less lethal flamethrower.
Now it’s just a request to change the combustion mechanism back to its original version
Instead of changing the damage mechanism
You still won’t be too threatened
It’s just easier to catch fire
Isn’t it normal for more advanced battlefields to have flamethrowers that are further away?