Thoughts about flames

The flame weapons in this game bother me sometimes
First of all, the flame of the Molotov cocktail stays for too long. If you carry multiple Molotov cocktails, you can block an entrance and exit for a long time without the enemy having any chance to counterattack.
In some shooting games, the flames of Molotov cocktails can be extinguished by smoke bombs, why not? This also encourages players to carry smoke grenades, tank smoke grenades, shelling smoke should also be able to put out fires
In addition, the flamethrower, it is an offensive weapon, but the problem is that this thing will ignite the ground and leave flames, which will hinder teammates and even their own attacks, which is stupid.
Why do flamethrowers leave so much fire? It even hinders the progress of flamethrowers, especially in narrow trenches, when a flamethrower is set on fire by the flames created by his own flamethrower, it is not only stupid, but also dangerous, because it is surrounded by flames, There will be no way to extinguish the flame on the body
It’s not that Molotov cocktails have so much fuel to feed the flames on the ground
So I hope the flamethrower doesn’t ignite the ground so often, and the ground flames created by the flamethrower should go out quicker.

There’s also the mechanism by which soldiers are set on fire.
Your soldiers are like scarecrows soaked in alcohol and gasoline, and they will burn if they get close to the flame.
My thinking is that being close to the flame or standing on the flame created by the Molotov cocktail should just keep deduction of health
When continuously exposed to the flame range for a period of time, maybe two or three seconds, the soldier will enter the ignited state, and it must be manually extinguished.ut faster

3 Likes

The fire in this game is fine, my only concern is AI getting themselves caught on fire in stupid ways. It’s called strategy to use Molotov and flamethrowers to deny access to an area. I use flamethrowers in detonation games to stop the enemy team from diffusing the bomb or even setting it for example.

3 Likes

This is also a problem, AI will not avoid fire

Of course its not 100% realistic, its a game. i think the flame mechanics are very good, except their look. The flame of the flamethrower looks very bad especially the explosion at the start

hey, i think extinguishing fires with smoke grenades would actually be cool!

3 Likes

though, i will not give you a like, for i think flamethrowers should indeed put stuff on fire, otherwise they’d be too op

I only have three issues with the flames in this game:

  1. Flames pass even meter (or inches) thick walls.
  2. The AI is so concerned about healing themselves that they forget to actually go out of the flames before
  3. The AI consider flaming entrances less dangerous than the ones blocked with barbed wire. I once tested it by myself with some meta faction to have the highest success and yes: block the entrance with barbed wire and throw constantly cocktails on the other. Looks like a Sunday afternoon BBQ.
3 Likes

My only concern about flame is our soldier take fire in an stupid way, If You step on a small flame is the same of get hitted by a molotov :face_with_diagonal_mouth:

Is the only aspect i want change for gameplay sake, the rest is fine as it is, before dev broke it in some way as usual

2 Likes

Chemically, WWII grenades simply couldn’t put out the flames.

but if it causes skin cancer

1 Like

i would also change to be able to reload a weapon while still on fire because that shit is annoying

That is because bot are still stupid, you need make them more smart for solve it

1 Like

Flame Trooper’s gas canisters should explode when shot.

I like flametroopers the way it currently is as I run solo and have sufficient cognition to utilize molotovs, white phosphorus, and flamethrowers to their fullest extent; which is also used to the maximum benefit of my team

IF ammunition fired at it is incendiary.
Significant amount of folks prefer realism over rule of cool.

I don’t really have an issue with the molotov duration, that seems okay to me. But the flame behaviour in general is dodgy, and flamethrowers are insanely powerful.

Flamethrower is the only weapon besides tanks and phosphor which can completely block an enemy attack on its own, and they do it for longer duration than phosphor, with less counters than tanks. Short range is not much issue, you can block enemy vision with flame bursts until you get in range. Works like smoke. The flames also penetrate buildings, meaning you sometimes catch fire by walking near a wall that was flamed from the outside.

The real problem imo is the “catching fire” mechanic. It’s janky. You should not “catch fire” until you have received a certain amount of damage. Say, the equivalent of running through a molotov. Because you catch fire instantly with the first damage received, flame becomes insanely good crowd control with no real counter, and the damage through walls which would otherwise be negligible, becomes game breaking and frustrating.

1 Like

So here is my thought: an extinguisher type thing exists apparently for tankers, as they can put out engine fires.

Why not add a structure similar to an ammo box that is built by engineers that resupplies flasks and can give an “extinguisher” that can be used by a player. Its carried in the second weapon slot if available. If not, it is only carried until weapon is switched, in which case it will drop on the ground.

It can be used to extinguish fires from flamethrower, molotov, burning tank, tank remnants, etc. This would also be useful to quickly clear the smoke and flames of destroyed tanks.