Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But I don't think the flamethrower needs to deal less damage, I agree it's doing way more than most/all other weapons, but it's a weapon with no range, which often sets the user on fire as well, unlike the railgun it's very high risk, I can't see myself ever picking it (other than trying to troll friend's matches) if there isn't a very high reward attached to it.
They should have buff the fire dots instead and maybe a bit more range.
But with balance team like this...I guess I will just take whatever I can get.
You can test this in various ways. Check how many shots it takes to kill a grunt compared to a player. Or how much damage you take from automaton emplaced turrets compared to how little you deal to the robots using those same turrets.
It's not really the damage output that's the issue but the player healthpool. That's why self inflicted burn damage seems massive.
But these are based off of observations of gameplay ofc, not the codes.
Military flamethrowers had quite a long range, you didn't need to get in melee to use it like you do in HD2.
It's odd they got rid of the spread myth of shotguns, making them work like actual viable ranged weapons, at range, but they didn't do the same for flamers.
Still, its nice to roast chargers a lot more faster now.
https://streamable.com/560itn