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Having said that, I have on rare occasions experienced where he took a direct hit while standing, and then he just ran over and grabbed me anyway (no vent behind me). Steve does unexpected stuff sometimes, it's all part of the fun.
I believe the flamethrower also contributes to the Alien resisting fire.
Realistically, your best possible solution to any encounter with the xenomorph is simply not to be detected in the first place.
These mechanics are really intended to be a last resort option. You hide when the Xenomorph is in your immediate vicinity, use distractions to send it elsewhere if you really need the extra buffer to navigate to the next area, and use fire when it catches you out in the open. When the Xenomorph is gone or not in your immediate vicinity, you can walk around to help traverse an area more quickly. The only real difference between crouching and walking is that the Xenomorph can spot you much quicker at a distance if it looks in your direction and you're standing up. The sound difference is fairly negligible. Higher difficulties will decrease its reaction time to things it sees or hears.
From what I understand the flamethrow is treated like throwing two molotovs directly at the alien and does "more damage" in a sense.
So the Alien will always retreat from it until it's gained enough 'skill points' to retreat a bit down the hallway and try again in a moment instead of a full retreat; which eventually turns into the xenomorph ignoring the flamethrower.
Presumably you noticed the xeno getting a tad more aggressive and recover faster near the end of each run.