Flamethrowers should be more realistic

If you’ve ever played the Rising Storm DLC for the Red Orchestra 2 or the Rising Storm 2, I think that flamethrowers were very well depicted there:

  • they are an instant kill weapon - as soon as the burning fuel jet hits you, you die in a rather brutal animation (when you walk over a fire though it just takes a bit of your health, you don’t “ignite”),
  • they have a correct range - about 30-35m, not 18m, like starter flamethrowers,
  • the flame stream follows a ballistic trajectory and ricochets of a surface that it hits - thickened fuel mixes, like Flammöl 19 used by Germans (tar and gasoline mixture) or especially Napalm, tend to bounce of walls,
  • you can’t extinguish yourself, let alone shoot back at the guy that just set you on fire - obviously, the idea that you can put out a burning liquid that you’re covered in is ridiculous, as is the idea that while burning you will be able to do anything other than trying to extinguish yourself.

I think that flamethrowers should work more less the same in Enlisted.

4 Likes

Flamethrower need to be instant kill or they be useless forever. It’s funny that a jet a flaming hot liquid at 800 degree C hitting dem faces yet they still have time to properly aim, shoot you and then extinguish themselves.

3 Likes

Flamers in rising storm was fun but op as fuk in some cases. that bouncing flame jet and insta kill allowed killing everyone in cap zones, yes friend and foe. And friends who come to cap zone could be executed by pistol, yes team killing them without reason. But still troller teamkiller could halt whole attack at some cap zones cause anyone who entered in cap zone just died instantly…

But i agree, flamers in enlisted need something… But insta kill, not sure. How to balance friendly fire with insta kill? will it kill all friendlies too instantly or is it just another mechanic that forces opposing team to take cover/abandon positions meanwhile friendlies are not effected by insta kill?

I usually enjoy using flametrhowers.

But I have to agree that they could use a buff.

Perhaps not 1 hit kill, but you shouldn’t need to flame the same guy for more than 2 seconds just to get gunned down by the same guy, or his minions.

Flamethrow is a usefull tool, and needs to be powerful. People could argue that it’s too much powerf, but I think not. You have to reach the enemy position first. And that’s where they should shine. But in most occasions, unfortunately they don’t always shine.

As such, I think the damage should be a bit higher.
Perhaps of 2 or 3 hit points.

In my opinion flamethrowers could have a buff.
The most importand one: no shooring while you are burining, it’s just stupid. This simple change would make them great area denial weapon.

OHK with FF on, sounds bad at best.
About bouncing, maybe? But then I would block 2nd weapon slot to ballance it a bit.

In Rising Storm they were a primary weapon and you could pick between Winchester M1897 and M1 Carbine if I remember correctly. Which, I have to admit, with the current state of both M1 Carbine and shotguns would be a terrible idea.

When it comes to friendly fire, for me it’s simple: either no FF at all, like in squads or FF from every weapon, like in lone fighters. Speaking of friendly fire with flamethrower, here’s a short flamethrower gameplay from Rising Storm. https://www.youtube.com/watch?v=8mAkpYu6S2U At the end of the video you can see a friendly fire.

As for other mechanics, I’ve seen a great idea in another similar thread on this forum. The idea is to give flamethrowers a “visual effect” in a similar way that artillery strike, nearby explosions or bullets flying close to the player have. Something similar to suppression effect from Battlefield games