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THE FINALS

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Djenzski Nov 11, 2024 @ 5:05pm
opinion discussion - Flamethrower.
In my opinion, it can use a very small damage increase. for a slow class, and short reach weapon. the ttk should be faster, i played a while with it. while it is very strong in group fights close quarters, the way this game works vertical punishes the flamethrower playstyle a lot, since the class has no movement gimmicks it is mostly reliant on teammates for vertical transportation. wich in turn greatly handicaps this weapon if you combine it with the slowest class in game.

either:

- increase the range by 5%.
-increase the dps by 5%.


opinions please:).

and try to refrain from ''GiT gUd, l2P'' type of ♥♥♥♥♥♥♥♥ okay, we have heard it enough and just want a useful conversation the devs might read. thank you.
Originally posted by Tom:
I think its pretty well balanced as it is. Also heavy is more capable of vertical movement than you might think, goo gun, grav cube, and good ol looking up and holding space to take advantage of your taller character model to climb up surfaces other classes might struggle with. Goo gun can make climbable surfaces up walls, with good use of it you can scale a tall building about as fast as window hopping. And little tip for grav cube it conserves momentum. So depending on how you jump into it you can get up a lot faster than just standing in it, or you can quickly pass to the other side. If you're getting chased by a sledge heavy or melee medium its possible to bait him into getting stuck floating in it while you shoot him from safety.
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Showing 1-12 of 12 comments
Polar Test 53 Nov 11, 2024 @ 6:28pm 
yeah its pretty well balanced.
has a bit of utility in gas removal and obscuring vision and setting fire to goo. does decent damage for that utility with a sizable mag and quick reload.
and if you really need big damage your probably packing charge and slam anyway.
which also helps close the gap and go thru walls for an ambush.
and have an rpg to knock people down from above you.
its damage also ramps up significantly with more then one target as its also an AOE type weapon.

just cant get caught messing around out in the open same as any melee and close range option.
Last edited by Polar Test 53; Nov 11, 2024 @ 6:33pm
PKPenguin Nov 11, 2024 @ 7:45pm 
Its usefulness depends more on your positioning than most other weapons. It's absolutely brutal when you are in a tight building holding a box at close range but obviously you're going to get dumpstered with no recourse if they're shooting down at you from a skyscraper. I think it's fine how it is
The author of this thread has indicated that this post answers the original topic.
Tom Nov 11, 2024 @ 8:02pm 
I think its pretty well balanced as it is. Also heavy is more capable of vertical movement than you might think, goo gun, grav cube, and good ol looking up and holding space to take advantage of your taller character model to climb up surfaces other classes might struggle with. Goo gun can make climbable surfaces up walls, with good use of it you can scale a tall building about as fast as window hopping. And little tip for grav cube it conserves momentum. So depending on how you jump into it you can get up a lot faster than just standing in it, or you can quickly pass to the other side. If you're getting chased by a sledge heavy or melee medium its possible to bait him into getting stuck floating in it while you shoot him from safety.
WarPigeon Nov 11, 2024 @ 9:14pm 
I agree with the others here that it is in a good place. Though heavies don't have great mobility, they have a number of other items and abilities that can mitigate that issue. In addition to the ones already listed above, shields and the claw can also draw in enemies to the flamethrower's range.
ImNotFine Nov 11, 2024 @ 10:07pm 
fire needs a proper place in the game. the afterburn doesnt last long so its just a weaker, smaller aoe gas. theres no reason to use it over any other damage type. used to be good in the closed betas, i wonder what happened
WarPigeon Nov 11, 2024 @ 10:40pm 
Originally posted by ImNotFine:
fire needs a proper place in the game. the afterburn doesnt last long so its just a weaker, smaller aoe gas. theres no reason to use it over any other damage type. used to be good in the closed betas, i wonder what happened

Fire's advantage over gas is that it can spread, and as such it's very useful against goo fortresses or teams in grassy areas.

Not sure if burning players spread fire though (they should, if they don't).
Last edited by WarPigeon; Nov 11, 2024 @ 10:41pm
Djenzski Nov 12, 2024 @ 4:49am 
some good feedback here.
I think overall it's in a good spot but I certainly wouldn't complain about a small buff to some aspect of it. I actually think a small range increase would make it feel much nicer to use without making it annoying to go against but if they never change it I don't really mind
trashbread™ Nov 12, 2024 @ 8:12am 
as somebody who had painful experience of playing with flame without winch back in the s2 and made it to lvl 6 (lvl 8 now) i can say that it's one of the best weapons heavy have no joke. it doesn't care about riot shields and double swords xd, btw good counter for sword lights. small range is definetely a problem, imagine a flamethrower from helldivers for example in the finals, that's where things would get really hot, but with winch or even charge (once again hello s2) it's very good. and ♥♥♥♥♥♥♥♥♥ how many times i've seen people left with literally 1 hp after burning, it's so annoying
Hood Nov 12, 2024 @ 8:18am 
I mostly play Heavy with flamethrower, and i think (as ppl above) it is balanced.

Of course sometimes when i play, i think to myself that i would like a slight buff in damage or distance as you suggested but i have to admit it is already a quite powerful weapon in some situations and buffing it would make it broken in said situations (e.g. CQC in buildings)

I would add that the weakness of the FT force to play with your teamates, wich make sense in a teamplay based game
Djenzski Nov 12, 2024 @ 3:30pm 
Originally posted by trashbread™:
as somebody who had painful experience of playing with flame without winch back in the s2 and made it to lvl 6 (lvl 8 now) i can say that it's one of the best weapons heavy have no joke. it doesn't care about riot shields and double swords xd, btw good counter for sword lights. small range is definetely a problem, imagine a flamethrower from helldivers for example in the finals, that's where things would get really hot, but with winch or even charge (once again hello s2) it's very good. and ♥♥♥♥♥♥♥♥♥ how many times i've seen people left with literally 1 hp after burning, it's so annoying

exactly this, had this a few times prior to making this thread. I caught myself thinking ''this guy should have been fried a few moments ago why isnt he dying faster'' and even dashes away and WITH afterburner survives? see that felt a bit too weak for me. But I geuss the majority says its in a good spot so ill just shut my yap
slysudo Nov 12, 2024 @ 4:29pm 
Charge and Slam is incredibly crucial when using the flamethrower for these reasons, also remembering to melee and crouch often saves me. Fire in general definitely needs a rework because the afterburn is 9/10 times too short leading it to be not dangerous enough to deter anyone except for heavies of course who cant get through/away fast enough.
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Date Posted: Nov 11, 2024 @ 5:05pm
Posts: 12