Home › Forums › General Discussion › Balance Discussion › Making flamethrowers more realistic
- This topic has 5 replies, 5 voices, and was last updated 5 years, 9 months ago by Olhausen.
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21/11/2018 at 3:29 pm #7559NuxesParticipant
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:
- 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.
- 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.
- 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.
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22/11/2018 at 1:43 pm #7561
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23/01/2019 at 1:39 pm #7814TankDoc_1985Participant
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 helpTankDoc_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 ammoSturmtruppenV
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. -
25/01/2019 at 10:30 pm #7840Sun1praxisParticipant
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.
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27/01/2019 at 8:48 pm #7858MeatShieldNZKeymaster
Personally I would look to make the upgrade cost a small amount of fuel, could make for some interesting early game decisions.
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29/01/2019 at 1:35 pm #7868OlhausenKeymaster
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, 9 months ago by Olhausen.
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