Making Enlisted a Better Place №5

Will have to play to see how good it is. Never being a fan of OP flamethrowers in other games.
Not sure WW2 flmethrowers rushed to get in close combat, I believed they were used more as an indirect fire weapon for area denial (using the arc of fire from the liquid) to hit inside enemy trenches, and to force enemies out of holes and bunkers.

A burning cloud will form around the jet in a noticeable radius, setting fire to nearby enemies! This will allow you to literally set the whole crowd on fire at once instead of targeting each enemy individually.

How big of a radius does it have? Edit: half a meter radius more or less

A burning soldier will no longer be able to effectively aim and shoot. You can, of course, squeeze the trigger, but the enemy will no longer be susceptible to your Flametrooper from death as easily as before.

Finally, a buff to the molotov.

Because Enlisted Flametroopers also choose the right gear for their job, the burn time when stepping into burning flammable liquid is noticeably reduced for this class. The fire will just take longer to reach your body and you will have more time to get out of the danger zone.

Will they be affected by aim reduction as well? How big is the damage reduction?

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im here to see the excuse’s that people make up about how its unfair that flame throwers have been buffed

good that they haven’t become oneshot weapons, definitelly more viable than before.

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I wouldn’t say it was rare but great work.

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well no, the chemical that they use that is akin to napalm would stick to the firing step of bunkers thus sucking all the air from within the bunker thus suffocating the soldier’s in the bunker with carbon dioxide

Really nice to gave some love for flamethroopers, it will be more enjoyable to play now.
I have a good suggestion to make more realistic, make them explode when someone shoot at your flametrooper back.

Btw you fixed the FW190 autoshooting canon but every FW (the one in Berlin and Tunisia too) still have the manoeuvrability problem, when this will be fixed Keofox please?

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Yeah, essentially forcing them out to avoid suffocation.

unless there is another door far away from the firing platform they aint getting out

i think it would be a idea for the tier one flamers to have a shorter range but a larger spread and the high tiered ones to have the longer range but less spread

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All nice things. Even I can’t complain.

Finally flamethrower will be a great crowd control weapon in CQC.

When one day “customisation” update hits, I hope for option to dress my FT soldiers in some firing protection gear including face protection. (So they can be spoted by the enemy with ease :upside_down_face:)

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I really like how MEaBP gives deserved love to to the classes less used by majority, but definetely admired by me (what a happy coinsidence). First engineers, now flametroopers…

Overall big thanks for that @Keofox , that is really great and definetely needed for a long time update. Keep it up, you are doing great job.

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Sorry to burst your bubble, but this would never have happened and is a common holywoodism.

A ruptured Flamethrower tank at worst would have just doused you in flammable liquid.
The only part to ‘explode’ would have been the tank containing the pressurised propellant, which would have popped like a deodorant can if hit, but the likelihood of this was slim.

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All good improvements however if I could add one thing: allow more squads to have flametroopers. Allowing an engineer squad to take one or others would make me want to improve them instead of simply passing over them

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you are forgetting that the pressurised propellant is flammable and that there is a flame at the end of the flamethrower? it would not be instant but it would make ye go up in flames

The flame is at the oposite end of the flamethrower. You would have to be increadibly dump to aim the “hose” (with ignition mechanism on) behind you, while the tank is leacking.

Yes, a flametrooper in an engineer squad would be amazing.
For an example soviet assault engineers had flametroopers with them.

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Thank you, you have started fixing (not fully) FW too, double thank you! About to hit 27 on Normandy so flame troops incoming, might have to try these on bunkers on DDay again.

Oh btw DDay seems to come up an awful lot in Normandy right now…

Yes. But you will light up a little later than an ordinary soldier.

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Nice too see these constant updates, keep them coming. Guess it’s time to level up the flametroopers now haha.

Personally waiting on the new progression updated regarding weapons and silver orders for XP :slightly_smiling_face: , starting a new campaign is pretty rough on silver orders .

I was hoping a fix for the window bug would come in this update. The one when trying to vault inside a window and you go above it on the wall. That bug got me killed so many times, it is pretty annoying to deal with. I think it’s only on Tunisia? Not sure tho.

Along with “fall inside map/wall bug”, that happens when you get downed or dismount an MG42 machine gun.

Best reproduction of the bug is one of the MG42 on Normandy on bunker corners, if you take for example the right corner MG and you look far left then leave the MG you fall inside the bunker in a wall. You can also reproduce this if you place a MG too close to a wall with engineers. You have to suicide every time as you cannot leave the wall.
As suggestion topics:

  • Perhaps in the future you look a bit on the “Active battle nearby” for rally points. Very annoying when an enemy spawns on your rally point that is not in danger of anything but he starts shooting at 150 meters and disables your rally point. Had same thing happen with a tank that was shooting 200 meters away outside of my rally point’s building. There are situations where rally point is disabled for nothing.

  • Bots could use a bit of help when swimming in tunisia maps they act kinda stupid in water. Like when you traverse under bridges from one point to another.

  • Would be nice to get pistols when swimming instead of knifes so we are not total “fish in a barrel”.

  • Bots still need some adjusting with shooting through foliage. This, Tunisia campaign has highlighted this problem so much for me. You cannot hide in vegetation, bots will just go brrrr. Is there no way to make bots see bushes/grass/foliage as wall hitboxes? You can not do any stealth plays or get sneaky or anything as bots see you too easy in foliage.

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