Unnecessary nerf

30s seconds to catch fire when soaked is excessive and doesn’t make sense. Reduce it to 5-8s. However when you have a flametrooper blasting at you, you are set on fire immediately.

The 1.5sec delay to catch fire should only work in the condition of walking over it quickly but still, it should create damage like barbed wire. Is still hot

Also, kindly fix the volumetric damage of the flames, flames dont go through walls but can reduce the oxygen and heat the air in a room and create increasing amount of damage like barbed wire

This nerf seems the easy way around instead of actually working on the problem.

4 Likes

There are no water on like 80% of maps, it rarely rains (it doesnt work duh), so the chance of encountering the situation is super low, also quit using flamethrowers please.

6 Likes

I will use flamethrowers to the MOON! if you don’t like it means it’s effective. After all, WHO DOESNT LIKE A GOOD BBQ!?

As long as it doesnt light ground on fire for like 20 seconds

1 Like

its flammable liquid so it makes sense to set floor on fire but not for 2h

It is not a liquid, its just fire, napalm and molotovs are liquid, not flamethrowers though, it was discussed on a forum already

Napalm is a gel, Molotov is a liquid and flamethrower well, here is a piece of knowledge:

Lets talk again…

" The man-portable flamethrower consists of two elements—the backpack and the gun. The backpack element usually consists of two or three cylinders. In a two-cylinder system, one cylinder holds compressed, inert propellant gas (usually nitrogen), and the other holds flammable liquid, typically some form of petrochemical. A three-cylinder system often has two outer cylinders of flammable liquid and a central cylinder of propellant gas to maintain the balance of the soldier carrying it. The gas propels the liquid fuel out of the cylinder through a flexible pipe and then into the gun element of the flamethrower system. The gun consists of a small reservoir, a spring-loaded valve, and an ignition system; depressing a trigger opens the valve, allowing pressurized flammable liquid to flow and pass over the igniter and out of the gun nozzle. The igniter can be one of several ignition systems: A simple type is an electrically-heated wire coil; another used a small pilot flame, fueled with pressurized gas from the system.

Flamethrowers were primarily used against battlefield fortifications, bunkers, and other protected emplacements. A flamethrower projects a stream of flammable liquid, rather than flame, which allows bouncing the stream off walls and ceilings to project the fire into unseen spaces, such as inside bunkers or pillboxes "

2 Likes

I disagree. Its a decent change but they still need to work on the core issue of flamethrowers going through walls.

2 Likes

why you disagree?

Correct. Flamethrowers should function like their real world counterparts. It is not a blast of flame, it is a liquid that should have an arc when fired, bounce off surfaces and stick, and most importantly, not go through walls.

3 Likes

It’s still a powerful tool for fast objective clearance. Nothing has changed so wouldn’t even call it a nerf.

a flamethrower that is too powerful O_o LOL

Flamethrowers are currently meta. The reasons are the giant area of effect, the buggy fire penetrating walls, the ease of operation, and the crowd control effects preventing enemy from effectively advancing or returning fire. The only “counter” is to be far away, which tends to lose the game.

Just walk out of the front door of the objective, & fan the flames from left to right. You’ll probably get loads of kills without even seeing the enemy. But yes, it is a bit funny that flamethrowers are too strong instead of too weak in this game. heh

1 Like

That is one of the few things or perhaps the only thing flamethrowers can do beside being a magnet for bullets. Now you have the ability to be fire proof which is exaggerated. Most people don’t use them or don’t know how, hence the amount of complaints.

There are extremely few areas where you can actually become “wet” and most of them are not within 30 sec of where you will encounter a flamethrower.

This is to keep you from catching on fire even when you are exposed to “invisible flame” too. All too often it doesn’t even appear to be flames nearby when they are near the end of their duration, but they still light you on fire. The 1.5 seconds is just about the duration of that phase.

Flamethrowers are something that should be used to clear out the interior of structures, not just sprayed all over and able to kill the moment it looks in your direction. Considering how difficult it is to actually set up effective defenses, that would be able to hold them at bay in the first place, these nerfs and more cannot come soon enough.

you guys need to be more versatile in playing this. if a flamethrowers kill all your squad well don’t keep everything in the same spot and don’t camp inside when you see one. i agree some things need adjustment and also believe my suggestions are fair for a proper balance. it feels the complaints are baseless cause the majority don’t want to use them. Another way to look at it would be enabling friendly fire and have the ability to punish the player that killed you to protect you from trolls and saboteurs

I think you are wrong when you say “most people don’t want to use them” - I think flametroopers and paratroopers are the most popular “endgame” squads for fully leveled campaigns. The reason they are not constantly used, is that their skill tree doesn’t unlock anything necessary for other squads.

I do it too. Everybody does it. It’s meta!

2 Likes

What do you mean by end game? they are different classes specialized in one task, one clearing bunkers cause flames troopers are useless on open fields and the other is to be behind enemy lines. They shouldn’t unlock anything for other squads as their versatility is limited but they are really good at the only thing they can do.

“End game” is when you no longer worry about unlocking and leveling new squads (can be on one or all campaigns)… When you can choose between any setup - People choose flamethrowers.

It’s not because they have limited versatility, that is the problem. They don’t. They work great in the open and great indoors. All they need is to be in range, and even when they’re not you still have a rifle. Also, gamemodes are objective centered, meaning win/loss will always be decided in close range.

1 Like

Exactly. As I was saying before it is extremely difficult to keep them out at a distance where they CAN’T hit you. Especially the 2nd ones, that are capable of shooting 30-40m.

I beg to differ!!! I see them spray back and forth and clear entire fields in an instant!

Exactly. There is essentially no countering it as you don’t have the chance to set up wire, mines, and other defenses in the field in front of the objective in most cases. IF there was more time for defenders to set up, and know where the next objectives were to create those effective barriers, it would be a different story.