Making flamethrowers more realistic

Home Forums General Discussion Balance Discussion Making flamethrowers more realistic

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    • #7559
      Nuxes
      Participant

      The first think I noticed about this mod is how much more powerful flamethrowers are than in the vanilla game.  In reality, they are a specialized engineering tool, not a wonder weapon.

      Here’s a good video about the WWII US flamethrower:

      A few things that could be changed:

      1. Flamethrowers should do significantly less damage to infantry in the open.  As discussed at length in the video, the flames aren’t what kill, its the carbon monoxide buildup in an enclosed space.
      2. Flamethrowers should not be usable while moving and should have a 3+ second aim time.  This includes vehicles.  Yes, you can find videos of flame vehicles firing on the move, but they aren’t trying to hit anything.
      3. Flamethrowers don’t explode into a ball of fire when hit.  The worst that could happen is the pressure tank exploding, which is bad news for the guy wearing it, but wouldn’t incinerate an entire squad.
    • #7561
      Olhausen
      Keymaster

      Very nice data to take in consideration for sure. Btw, the infantry flamethrowers in Wikinger dont shoot on movement.

      • This reply was modified 6 years, 1 month ago by Olhausen.
    • #7814
      TankDoc_1985
      Participant

      Hi Guys!

      I wrote my ideas on discord, I copy here the discussion, please consider:

      TankDoc_1985
      2019.01.16.
      we just had a gg with @Fredy (or @Freddy ?) againts @SturmtruppenV and @gustavritter on heavy urban Vellin map. As US armor I built enginers with flamers and I still think flamers are OP. Maybe it could be nerfed so that the flamer soldier (that one model with the flamer) should not be able to sprint. Also buildings should not get burned that easily especially brick buildings like churches.

      SturmtruppenV
      2019.01.16.
      ya, with flame weapon, other close range weapon such as: MP40, MP44, Thompson, PPsH,…. become worthless in an urban warwaffe, perhap put a limitation on it may help

      TankDoc_1985
      2019.01.16.
      The M2 flamer was 20 kg empty and 30 kg loaded, so sprinting with it wasn’t that easy. Also keep in mind that it was able to shoot for 7 seconds when it was fully loaded, so other nerf could be to add the flame as a special ability that costs some ammo and have some cooldown so it can not be spammed only tactically used against entrenched units inside buildings or behind cover.
      https://en.wikipedia.org/wiki/M2_flamethrower
      I mean it could be activated like the spec ammo on tanks. So when you activate flamer it can be used for some time (7 sec if you want to be realistic, or some other duration that is balanced) just like it is used now, after that time expires the squad won’t use the flamer. you have to wait for the cooldown timer and activate it again if you want to use, for some 10 or 20 ammo.

      AulfklaererBR
      2019.01.16.
      use fuel, not ammo

      SturmtruppenV
      2019.01.16.
      I agree with @TankDoc_1985 that flame thrower for infantry need to be nerfed, somehow or in urban battle, noone gonan spend ressources into sub-machine or other close range weapon.

    • #7840
      Sun1praxis
      Participant

      7 seconds activation for 20 mun and the flamethrower would not whipe squad but heavily damage health on first burst, units staying in the fire would begin to die,  then on the second burst take the whole squad.

    • #7858
      MeatShieldNZ
      Keymaster

      Personally I would look to make the upgrade cost a small amount of fuel, could make for some interesting early game decisions.

    • #7868
      Olhausen
      Keymaster

      Hi guys: I take your oppinions in consideration and I implement some changes for the infantry flamethrowers:

      . Reduced the damage in open terrain

      . Reduce the flamethrower time activated by one second

      . Reduced the area effect radious from 4 to 2 meters

      . Reduced the damage and the damage over time.

      . Reduced the friendly damage

      . Reduced damage vs vehicles (criticals stay)

      . Change the prices: Before 60 ammo/ Now 50 ammo – 15 fuel. To prevent the exploid specially in the early game.

      I hope this could help. Lets give it a try in the new version 3.3.1

      • This reply was modified 5 years, 10 months ago by Olhausen.
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