I’m referring to flamethrowers with 32 m range, these are some of their characteristics:
- 1200 shots per minute
- Minimum fuel capacity: 200 (10 s continuous fire)
- Maximum fuel capacity: 250 (12.5 s continuous fire)
- Can be refuel using ammo box
- 32 m range
- Crowd control
- Obscure enemy vision
- Suppression effect on enemy by increasing their weapon sway
- Instant ignition when soldier walk over lingering flame serve as area denial
- Flame sticking to surfaces
- Secondary burning damage in waves
- Enemy can not sprint while burning
- Enemy can not use weapon while extinguishing the fire
- No overheating mechanic similar to tank-mounted flamethrowers
- Can burn enemy close to the other side of a wall
- Operator speed reduction
- Operator stamina consumption
I feel like the flamethrower is bloated as a weapon. It’s doing too much especially in it’s crowd control ability. Some of their characteristics mostly in crowd control need to reduce in effectiveness.
6 Likes
I fully agree, but mostly because of the flamethrower spam. Yesterday I had a battle in which the enemy was constantly using flamethrowers (with some players having seemingly two flamethrower squads equipped) and this is just very annoying. I especially agree about the overheating mechanic because flamethrowers can deny areas so easily :(. Edit: they should add a flamethrower limit. It is not fun when five guys in the enemy team are all using flamethrowers constantly
1 Like
Not only can you bring multiple flamer squads, you can swap out the worst flamethrower with 19 m range with the better one. You can do the same with flamer I soldiers, replacing them with the better flamer II soldier.
1 Like
I’d like to see them introduce reduced penalties for stepping on flame puddles, splashback and other liabilities for using a flamethrower in enclosed spaces, and the inability to use the flame jet to break windows, or at least if it’s going to break the window, at least also add splashback so you can’t just stick your nose into the window and spray.
Additionally it would be nice if they adjusted the lighting system a bit so that the flame didn’t suddenly turn the surrounding area pitch black and featureless, making aiming for and punishing a flamethrower so problematic.
I do like the ideas posted in the OP, an overheat mechanic would be nice, and giving victims the ability to sprint when set on fire should be a reasonable feature given I’d wager few people like to sit still when engulfed in flames.
3 Likes
In order to make the flamethrower balanced they need to make it shoot only while aiming, similar to HLL so you are slow AF and take like half a second to start shooting.
Doing this would stop flamethrowers being able to run around burning the entire objective
1 Like
Imo only nerfs they could get are:
- disable hipfire, so you have to aim to shoot.
This would make them vunerable and would prevent ppl from burning everything while jumping around like a mokney.
- no fuel resuply
- flame mechanics improved.
It’s more of a bugfix but would also nerf flamethrowers a bit.
3 Likes
So flamethrowers gor buffed from worthless spicy water cannons and you want to nerf them again, or you can use the simple solution of shooting them
3 Likes
Yes, they’re doing too much. Keep the damage, reduce the effectiveness of crowd control. People who spawn flamers are not going to run long distances across the map. They will mostly spawn on rally point nearby or rush the first cap.
It’s a low skill high reward weapon that meta abusers love to spam. Player can lean, crouch, hiding behind a wall is not going to save them either.
1 Like
Im pretty sure that once they fix flame through walls and instantly burning when near a flame, it will be fine.
Remember they are getting rid of perk limit, and they said some stack (you can stack multiples)
It wont be long before everyone is running the put out flame perk because its only 1 point. And we dont know what other perks they will add/refine
Agree with everything else, not with this. No one really resupplies because its pain in the butt, well because you wont find any ammo boxes to refil your flamethrower in an enemy obj. Keep the resupply, since with the change which requires to ADS means the guy probably wont survive to run out of fuel.
1 Like
They need to make it more skill requiring. Right now it is really dumb. I used to play with them when they were relatively weak in the beginning of OBT and i still loved them, even though they were annoying to use
So let’s look at the options
I can use a
Rifle squad, no point every class can take rifles
Assault team/medic, already have a squad in because firepower is a necessity
Mortar, only good in a couple campaigns then you have a glorified rifle squad
Sniper, rifle squad with less men but better accuracy
Enginners, have a squad of those they’re absolutely essential since class specific AT and AA doesn’t exist yet
Bomber, it’s a rifle squad with an anti tank weapon which you can bring in other squads
Radio operator, rifle squad with artillery even though rifle squads can call artillery
Mg, they’d be good if they didn’t have stupid amounts of recoil making only the bar and its derivatives a viable option since you can’t mount in any meaningful way
So I’m forced to bring an assault team, engineer, tank because tanks are just better than planes and a flamethrower because they can actually kill enough people to make up the dead weight that is my team.
1 Like
No they are not op.
They are slower and too visible.
I barely use them anymore.
I cant count how many i shoot them in every match before they could use their flamers.
You only need spam some smg and high end vehicle.
Others are totally pointless.
You will be at top 3 anyway
Id just like to say i think rifle squads are under valued.
They are currently my favourite squad of the month (i have been running 3 in my deck, fully perked, geared and upgraded). 9 soldiers have a huge amount of capture weight. Its pretty funny.
And because there is so many of them with 1 shot rifles, they are actually pretty effective as AI (managed with spotting and commands ofcourse)