A while back I made a post suggesting some small visual improvements for flamethrowers:
This post will cover less aesthetic improvements than the older post
•the first suggestion Is to fix how flamethrowers get stuck on bushes (sometimes when firing the flames will be stopped by a bush)
•if a flame trooper is killed by a explosive grenade, with more than 50% fuel still in the reserve for their flamethrowers , they will explode into a large flame filled flume
•when aiming the tip (muzzle?) of the flamethrower will been ignited allowing for quicker initial firing of the flamethrower
•to counter the previous point flame thrower should take a second ish longer to eject their fuel if the tip is not all ready ignited (giving opposing infantry a fighting chance)
•increase damage of flames caused by flame throwers but add a overheat mechanic to balance higher damage.(Encouraging quicker bursts rather than constant fire)
The word you’re looking for is “deflagrate,” which is just a subsonic explosion. Except most people wouldn’t say “the molotov deflagrated in objective” they would probably say “the molotov exploded on objective.”
Colloquially, fuel tanks do “explode.”
Technically, fuel tanks tend to deflagrate, rather than explode.
If I’m understanding right, there’s no shockwave/concussive force (at least not one we will really feel) but it will still send flames, and in this case fuel, everywhere?
If the bots are good at anything in this game, it is surviving fires. No matter the source of the fire, the ai can evade and then douse themselves very effectively. Even if touched by the stream from a flamethrower, surviving is possible when it probably should be an outright death sentence.
Definitely in favor of more damage from all fire sources. Though would rather see a total rework on how fires work.
I’d like a rework cuz I’ve seen AI get set on fire, instantly douse themselves, and 360 no scope my ass.
Meanwhile, I can’t even put out the fire when I’m at full health.
Actually I don’t know if it would even deflagrate as theoretically tank should be filled with nitrogen. (At least in case of some countries but due too balance and simplifications it would apply to everybody.)
I think just letting the Pyro blow up or combust is enough
(Fuel barrels cause destructible entities when hit or die)
This way the Pyro can maintain its strength and the enemy can counter by just strafing the Pyro.
Instead of being the same as now
Become some kind of close range shotgun
Ridiculously low in utility and threat.
Enemies can easily counterattack even in corridors with almost no harm done.
•I suggested increasing damage therefore lowering time to kill
•That’s kind of the point, it will take more skill not just point and kill to use, and if used incorrectly then yes they will be exposed to counter attacks
Old ideas from me (and others) were to limit Flamers more in movement since they carry a heavy weapon, including denying them from jumping and allow to climb low heights such as sandbags. So they are deadly but also slow and cannot jump around and spray around as they did in the past.
Maybe also remove a primary weapon slot or only allow them to carry pistols as secondary like most games with Flamers do.
to be honest
I prefer the previous version
A 32-meter chemical holy sword that can run around and leave a sea of fire.
War only requires killing the enemy efficiently
This is why most players with normal abilities mostly rely on automatic weapons or vehicles or bombs to get a lot of kills.
Weapons and behaviors that can effectively destroy the enemy are good things
I think it can be restored to the previous version but with settings similar to fire-breathing tanks added.
They cannot spray all at once but have a 2 second cooldown after 5 seconds of spraying.
Why not 3 seconds?
Because even any player with normal thinking ability in the past has the ability to fight back
If someone can’t even seize the opportunity for 2 seconds
Then they really can’t kill anything.