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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.
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.)
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.
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.
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.
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).
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.
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).
Should really try guardian.