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But my main gripe is that the fuel tank is very low and that it doesn't come with a reload. I think you got 30 seconds of sustained fire, maybe less. And the "running out of fuel" sound is very low which is a blessing and a curse. I can barely hear it when there is artillery sounding off and the comms are busy, but neither can the enemy. I just wish it wasn't so much of a niche weapon and was a little more practical in a real gun fight.
I worked so hard to get that flamethrower only to be disappointed at how useless it is. Don't get me wrong occasionally it can be used effectively but not very often. It's definitely a novelty and can be fun, but you really need a good squad to support you if you are using it.
It is extremely satisfying when you light up a trench and cook a whole bunch of people.
I also find it useful in clearing a road to allow for other team members to move forward, I have literally just walked down the middle of a road lighting up everything while my buddies roll in behind me.
It needs work but it's still fun. Not very useful, but definitely fun.
You can reaload it by using a explosive ammo box, even if its a rare thing to find. Personally, I almost always die before running out. I did not find the ammo situation such a big problem, thats why I didnt add it to the list.
I'll also throw in on point 1, that the range wouldn't be so bad if it didn't have everything else working against it, bracing, slow movement, time for the stream to reach targets, etc.. Tbh I've gotten *very* good with the pistol due to how much I have it out in attempts to reach places that the FT shines and I personally think this is an acceptable compromise if the FT gets additional buffs.
I do also agree that it should damage tanks in some way. Engine break down would be the best option. The damage to vehicles should also be raised overall, it should take 1/4 to 1/2 a tank to destroy a truck/halftrack rather than nearly the whole thing.
The fire should also spread larger and last longer, especially on wooden textures, hay, grass, etc.
Another thing that hurts the range of the flamethrower is all the small objects that get in the way and stop you from hitting an enemy. Such as small branches, wooden poles or things like that.
Yeah I concur, in Rising storm it's balanced by the fact that the US can only utilize two of them in a team of 50. I wouldn't mind something similar here. But I know that will never happen. I also believe that adding, screams, like in Rising Storm would greatly improve the "feel" of the weapon and make players feel more powerful when using it. (FT don't hear dinks, or see blood from a body shot for example). This psychological effect alongside a few minor buffs would greatly improve the weapon in my opinion. especially when using it to clear a building or bunker where there may or may not be threats.
I've been playing with the flame thrower quite a bit lately. You can certainly destroy trucks/jeeps/half tracks. also the flamethrower goes through walls, floors, branches, poles, and other things "like that" So this also hasn't been an issue for me. The FT doesn't go through stone walls however.
I dont know what to say. On Foy multiple times I got blocked by those wooden poles for the fences along the roads. I did not test it but I'm sure about what I saw.
For vehicles on the firing range nothing happens at all, not sure maybe its bugged or something. During games those times I managed to spray trucks I guess I didnt keep it up enough then, nothing changed visually so I thought it was not working. How much fuel is needed? Half or more?
Suppression is a must though , no idea why it doesn't suppress .
Also if you want to use the flamethrower more effectively only select it when you're spawning on an OP close to a point you're assaulting or use it while you're defending a point that has cover . All other times run a rifle.
It feels like a weapon that got stuck in concept limbo and was force-ably pushed out.