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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.
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).
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
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