Abuse of flame / fire

Some match became unplayable cause of fire. Win / lose a game in 5 minutes cause a team always spawn flame thrower squad is bad. Maybe balance that? Like tank squad (only 2 at the same time in battle, only 1 available in your choice of active battle squad)? And white phosphorous grenade, i mean yes its a good addition but a whole team with 3 of those grenade on each soldiers…come on…I didn’t notice abuse with molotov cocktail but whatever. Like I said : Some match became unplayable cause of fire. Any suggestion about that plz?

Yes. Grenades. Spam rifle grenades, tnt, bombs on them.

Or spray in their direction. They’re slow so you can see em coming. Prioritize the guys with fuel tank backpacks.

Loll i already always try target them ASAP but just 1 quick spray of flame and they’re hidden like a smoke grenade. I’m just sick of having these type of game (win or lose). Like you have to defend first objective a bunker, 4 flame thrower just rush in and everyone (I do mean everyone) are gone in first wave. Exact same thing with white phosphorous grenade. Its not like this for every match no but its more frequent. Just thinking about a good way to balance all that

I use flametrooper squad in Moscow.

Flametrooper squads are cancer in maps that arent open or where chokepoints and objectives are in crowded buildings and spaces. Otherwise they’re an easy target to pick

I agree, they’re cancer and annoying to play against but i dont think they’re much of an issue. Not so much people use them based on my experience. There’s no point in nerfing something to the point that its just simply not worth using again

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Well…
Flamethrowers are meant to be used against tight/enclosed/fortified spaces. And guess how many maps look like? Yes, like a FT’s dream.

Flame throwers aren’t that bad, as long as its the enemy that has them.

But if its a teammate, prepare for a 50/50 chance they get too trigger happy and melt you while you are trying to cap the objective.

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I mostly play Normandy and its a lot of fighting in city / building. Not much of real wide open area where you can see them coming for afar. And white phosphorous grenade can be on every soldiers. Isn’t a idea to limit the number of flame thrower squad in battle? Maybe not 2 like tank but 3-4 i don’t know

I admit : I did wrote this topic after playing a match with someone who was burning teammate lol. Don’t happen often but disappointing every time

I’ve said it many times before but I’ll keep reiterating it: fortifications need to be more durable and in turn, used more. The fire spam capabilities are reduced greatly if you can get decent fortifications up IF you don’t have teammates breaking them down or frag/EP spam breaking them down constantly.

  • Use sandbags in windows, set the first one in the window, then set the second one on the floor just behind it, matching the curve of the first. This way it reduces the enemies visibility into the window while still giving a more protected area to shoot from for your teammates. In addition to blocking flamethrowers (mostly), it makes a much smaller area for the grenades to go through, making it much more difficult for the enemy to clean out everyone inside. Putting down ammo boxes near these sandbagged windows keep your guys shooting and keeps the enemies back off that flank.

  • Use Czech hedgehogs to reduce usable space by enemy infantry as well as tanks. While blocking roads entirely is great against tanks, consider using the Czech hedgehogs to turn a wide street into a narrow alley. If placed close to each other they create a bit of a wall that if infantry can go around, they generally will rather than taking the time to break it down. If you remove some of the area that they can move around in and force them through a choke, you will have a lot easier time killing them, even at a longer distance. (Which is what you should be trying to do against flamethrowers.)

  • Use barbwire intelligently. Rather than just spamming it down everywhere, use it to make open areas harder to traverse for the enemy, but still leave routes that are seen as “clear” for the enemy to funnel into. If they go through the wire, great, they take a bunch of damage and usually don’t survive going through wire twice. If they opt to go through the choke point, great, they are easier to target and eliminate. If you have well set chokepoints, you can even blind fire them through smoke for decent effect.

  • MG nests, make use of them. The smaller ones are easier to fortify around and their bullets won’t accidentally break sandbags meant to protect them. Use HMGs where they are needed. Set them up with a good line on your choke points and you can hold that area off with just one player.

  • Mines, they are unlocked a little ways into the campaign and can be a little expensive in bulk, but are well worth it. Place them smart: points of entry, open flanks, open areas too big for fortifications, fallbacks in case a chokepoint is flooded and can’t be cleared, areas that need to be left open for your team to pass but are also dangerous if enemies come through them. If you have them in each of your squads and put them down when you spawn a new group, you can build up a decent minefield. That minefield can be a make or break when they push the next objective. Due not only to their ability to eliminate enemies, but also to make players paranoid. If someone starts dying to mines a lot, they will usually start slowing down on their approach, looking for mines, making them easier to shoot.

Ultimately it comes down to doing everything you can to reduce the flametrooper’s capability of getting close enough and their line-of-sight to their target. If you can do that, they are no longer a huge threat. The only problem is that frag grenades obliterate sandbags and other fortifications like crazy. If that were fixed it and TNT (the mines not EP grenades) were encouraged more, the game would be a lot better off. Right now the main thing is to keep them held at the furthest range you can, because once they start lobbing frags, there is very little that you can really do.

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I disagree with limiting a class. I was honestly surprised when I found out that everyone can use flamethrowers because most other WW2 shooters tend to limit them. It really gives everyone a chance to play however they want.

Plus Flamethrowers are countered because they literally have a massive target on their back.

It makes them easier to identify and isn’t so much of a “counter”. A counter would be making the tank EXPLODE when shot.

Tank has no hitbox irrc nor does anything happen if you shoot at it. Flame tanks usually don’t explode if you shoot them, that another Hollywood cliche.

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The time you wasted for that things which requires the attackers not using artillery, bombs and tanks is pointless if spamming nades is easier, cheaper and faster anyway.

I was just reading all of this 2 minutes ago, then starting a match. I spawn inside objective (defending), walk out to build rally point and got torched out of nowhere, with whole squad 2 seconds after. Ok sure why not, but then i see whole map while choosing next squad, and there’s 7 or 8 huge fire everywhere. That’s the kind of problem I’m talking about. I didn’t take a screenshot of it but believe me it was, again, way too much.