Starship Troopers: Extermination

Starship Troopers: Extermination

View Stats:
Antonio_ Jul 9, 2024 @ 6:44am
Being able to use the flamethrower like Boba Fett was not worth all the grinding.
I shouldn't have bothered to spend those long boring hours grinding while using the flamethrower. I can't really see much of a better use for it other than when bugs crowd the doors.

It was fun flying around and burning bugs as a ranger, but it's not very helpful compared with the shotgun.
< >
Showing 16-29 of 29 comments
Urtho Rashkae Jul 9, 2024 @ 5:58pm 
dunno progress, just know its already been brought up.
Stein Jul 9, 2024 @ 6:28pm 
Originally posted by jinnro195:
Imagine the shenanigans a Ranger or Sniper could pull off if they had it as a secondary. God I hope that perk ends up being a re-enlistment reward

I have tried it and came to the conclusion that any weapon that you want to maximize its damage to the maximum is with the sniper.
It is not as versatile as the ranger, but it has more damage improvements.

He has:
Scan Grenade/Scan Dart: Highlights targets and increases the damage
Directed Fire(Perk): Further increase the damage dealt to Scanned targets
High Ground(perk): Deal up to 1.3x damage based difference in height
(I'm not sure how much it can help the flamethrower because of its short range, but hey!)
LV Visor: which allows you to see through the flames.

Although as I said, it is only for the maximum possible damage, versatility is something else.
Last edited by Stein; Jul 9, 2024 @ 6:28pm
Urtho Rashkae Jul 9, 2024 @ 6:33pm 
way back in the day i was told if ya wanna play as a glass cannon, ya gotta learn to dance.
Sniper is def a glass cannon
like Stein said, just pick a weapon
and learn to dance around the map

(p.s. if i could get a class mastery bonus of some kind where sniper and ranger can swap utility/perk, ranger wants to play with Visor and Sniper could use the Anti-Death perk to help dance.)
Stein Jul 9, 2024 @ 6:49pm 
Originally posted by Urtho Rashkae:
(p.s. if i could get a class mastery bonus of some kind where sniper and ranger can swap utility/perk, ranger wants to play with Visor and Sniper could use the Anti-Death perk to help dance.)

It would be great to be able to access some of those perks, although unfortunately only weapons can be mastered.
But, makes sense, otherwise what would differentiate the classes would just be their active ability.
jinnro195 Jul 9, 2024 @ 7:21pm 
Originally posted by Urtho Rashkae:
(p.s. if i could get a class mastery bonus of some kind where sniper and ranger can swap utility/perk, ranger wants to play with Visor and Sniper could use the Anti-Death perk to help dance.)
I like the idea of certain perks and utilities being available to all classes, but those aren't them. Personally I'd like to see the less class-based stuff unlocked at different re-enlistment tiers so each of them still feel unique outside of their active and passive abilities. As it stands though, with the prospect of grenade mastery, there's just not enough low-mid tier generic content that could be shared via re-enlistment between all classes without diluting each ones uniqueness.
Last edited by jinnro195; Jul 9, 2024 @ 7:25pm
Urtho Rashkae Jul 9, 2024 @ 7:34pm 
i can understand keeping the classes seperate, and im ok with the limits. game is still growing.

i posted another rant-ish-wish-thing in the suggestion list linking to this idea.
im thinkn of how to add the function without breaking the game. if you have any game-mode ideas id like to talk ideas over there.
jinnro195 Jul 9, 2024 @ 7:50pm 
Unfortunately all my ideas revolve around mechanics and gameplay. I'm not sure what to suggest on regarding modes but I'll pop over there.
I find that 10m is a pretty good range. Keep in mind that It's a gun for specific use cases.

To get a good idea of what 10m is like, place two shock beacons 10m apart (its the farthest they can still produce an electric arc). 10m is a good distance.

That said, I'm not sure if the damage is adequate to compensate for the lack of range.
Took me almost two full tanks to take out a Bombardier beetle. That's 2/3 of the entire ammo capacity.
Last edited by a sentient mcnugget; Jul 10, 2024 @ 10:03am
jinnro195 Jul 10, 2024 @ 9:26am 
Originally posted by put dispenser here:
Took me almost two full tanks to take out a Bombardier beetle. That's 2/3 of the entire ammo capacity.
It honestly sounds like you just missed. Bombardiers get 1-shot by just about every other weapon, including Sentry Turrets and Guardian UAV. I personally don't bother with them, just keep moving when you hear the buzz after they land.
Originally posted by jinnro195:
Originally posted by put dispenser here:
Took me almost two full tanks to take out a Bombardier beetle. That's 2/3 of the entire ammo capacity.
It honestly sounds like you just missed. Bombardiers get 1-shot by just about every other weapon, including Sentry Turrets and Guardian UAV. I personally don't bother with them, just keep moving when you hear the buzz after they land.

I meant the Plasma Grenadier bug, my bad. It was standing right outside a bunker and it was not moving at all so I unloaded two tanks of fuel before it went down. I was like 3-4 meters away from it the entire time.

I was aiming directly at it but thought that perhaps the bunker "windows" are smaller than they actually appear and some of the fire did not connect with the bug. With armour penetration lvl 5, I was expecting to take those out with like 1 standard fuel tank (100 fuel) or something.

Maybe I'm wrong but it seems to me like the Plasma Grenadier goes down quite faster with a fully upgraded Morita assault rifle (70m range) compared to the Flame thrower (10m range).
Last edited by a sentient mcnugget; Jul 10, 2024 @ 11:02am
Tjoma Jul 10, 2024 @ 12:18pm 
To make the Flamethrower feel good to use it needs a longer range and for the flames to scare the bugs like the napalm grenade does, causing denial
Urtho Rashkae Jul 10, 2024 @ 12:32pm 
cant speak on range,
but the fear bit has me interested.

another detail for the 2 ammos, the new faster burning formula doesnt add fear, keeping the need for the grenade.
jinnro195 Jul 10, 2024 @ 12:55pm 
Originally posted by put dispenser here:
Maybe I'm wrong but it seems to me like the Plasma Grenadier goes down quite faster with a fully upgraded Morita assault rifle (70m range) compared to the Flame thrower (10m range).
Oh, okay, that makes more sense with the target being a Grenadier. Yeah an FMJ Mk1 should kill them faster. Flamethrower does less than half the damage of the Mk1 (25 vs 52.5), and I'm not sure if it stacks fire DoT or just keeps the counter at max. It's probably the latter, otherwise the thing would eat through bugs really quickly. 5AP doesn't increase damage against lower armored bugs though.

For the sake of argument let's assume that Infernos and Grenadiers have the same hp, since I can't readily find that info right now. With 6000hp on normal, it takes 115 non-crit shots from an FMJ Mk1 to drop the Grenadier while the Flamethrower takes 240 (not counting DoT).
Onimaho Jul 10, 2024 @ 4:43pm 
Originally posted by Antonio_:
I shouldn't have bothered to spend those long boring hours grinding while using the flamethrower. I can't really see much of a better use for it other than when bugs crowd the doors.

It was fun flying around and burning bugs as a ranger, but it's not very helpful compared with the shotgun.
Did you try guardian?

Should really try guardian.
< >
Showing 16-29 of 29 comments
Per page: 1530 50

Date Posted: Jul 9, 2024 @ 6:44am
Posts: 29