HELLDIVERS™ 2

HELLDIVERS™ 2

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My Pryomaniac Build
By Caelreous
How to BBQ Terminids.
   
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8 Comments
Mr.Winterz Apr 30 @ 5:23pm 
I figured something out about using all three flame throwers, primary, secondary and special weapons, aim for the enemies face/head. Torches through almost all of them waaay quicker.
I was running into that as well, that when hosing hordes of enemies that they'd get too close still, and it was because I was aiming for the mid-section level but once I started aiming for their faces, being bugs or new 3rd faction I was bringing down enemies a lot quicker. I have not tried using fire pyro based weapons on bots, I figured it would have less of an impact.
Caelreous  [author] Apr 20 @ 8:16am 
@Doc Healdiver Part 3: Make Napalm shells(Flame Eagle, Napalm Barrage.etc) have the most number of fire effect to apply to an enemy or/and surface. The flame pistol can simply be having the lowest fire damage by having the smallest fire damage over time follow by the primary flamethrower follow by the support flamethrower and turrret. Chemical weapons can be the same and 50% weaker but instead of knockback being increased by combined instances of damage, the slow effect is increased and their detection range is further reduced where a chemical pistol would have the worst slow, detection-range reducing, and damage over time.
Caelreous  [author] Apr 20 @ 8:16am 
@Doc Healdiver Part 2 of my post, because it doesn't allow more than 1000 characters: Now make it so where fire would take the longest to kill a bile titan if constantly burning one with the flamethrower for example but this would allow fire to act as FIRE support for the team where the trade off is being able to fully penetrate enemies in its splash damage. Make the flame and therefore area of effect larger the more damage of 2 or more instance of damage within a single area is applied where as the "fire" dies out, the size and damage decreases.
Caelreous  [author] Apr 20 @ 8:15am 
@Doc Healdiver This is what I typed to Helldivers 2's Qualtrics Survey(link can be found in their player feedback channel): It's difficult to maintain using the flamethrower when enemies are behaving like it's just a stream of toxic water falling on their face until they die by poisoning. Here's my suggestion: Make fire fully penetrate in an AoE but make it take the longest to kill something if not enough fire is applied. Make fire deal damage over time but stackable. Give the smallest instance of fire damage the smallest instance of knockback because hot hot hot. Now if more than 1 damage over time effect is applied, the combined damage that overlaps would increase the resulting knockback.
Doc Healdiver Apr 19 @ 6:28am 
They really need to make flames deal pushback to small/medium enemies. As it stands the fire feels like it has zero impact, you constantly get rushed down through your stream of flames or pounced by flaming hunters and ignited/killed. It's the same problem the sentry has, it gets swarmed and destroyed immediately. If it could push enemies back a bit, it would be 10x more viable. Bugs shouldn't be acting like a stream of hellfire in their face is nothing more than a light breeze. :brfire:
ddklizard Apr 13 @ 10:10am 
They need to add a flamethrower exosuit
Caelreous  [author] Apr 13 @ 4:07am 
@Rifluvr Sadly you're right about the flame sentry. This build is for the sake of dealing flame damage to enemies while being versatile(Thermite grenade for anti-tank. Laser Burst Pistol for anti-air. Crossbow for anti-hole). Fire armor? The enemy needs that more than us! The armor shown increases canister limit from 4 to 5 and reload speed by 30%! That means more fire at a faster pace, soldier!
Rifluvr Apr 13 @ 3:35am 
flame sentry is pretty mid vs bugs in my experience. Also no fire armor? Not real firebug build