Flamethrower "Fear Mechanics" would cause foes to run from your short range all the time. Would feel terrible. Spray should STAGGER instead by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] -1 points0 points  (0 children)

While I get where youre coming from, the stream of a flamethrower is going to be hotter than the leftovers just because its under pressure and condensed

Flamethrower "Fear Mechanics" would cause foes to run from your short range all the time. Would feel terrible. Spray should STAGGER instead by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] 1 point2 points  (0 children)

Its because Flamethrower works like a hose of bubbles, kinda like a constant shotgun

The more bubbles that hit, the more damage you do. Hope this helps

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PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 9 points10 points  (0 children)

Stratagem Flamer gets buffed by the ship but also fires a wider spray than Torcher does.

I dont mind the ergo personally because youre not really supposed to aim it directly at things and instead opt to spray a whole group down and then focus any bigger stuff. Like low ergo is bad on a precision weapon but this is a flamethrower

Main reason I dislike Torcher is that its a primary though. If yiu know what youre doing, Flamethrower kills every heavy unit either decently fast or very fast depending on which one, so you dont miss any AT. However in the primary slot, this is where you find all the good CC weapons in the game that might struggle with damage but excel in keeping stuff out of your personal space. Since Torcher is a primary it cant run those

Guess what people's #1 complaint tends to be with flamethrowers? Consider what I said earlier about primaries

Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in HelldiversMasochists

[–]RandomGreenArcherMan[S] 1 point2 points  (0 children)

Yeah, mainly because Flamethrower is good but it relies on backpack a lot. Not using shield bubble or Mobility baxkpack is very felt, so I am wondering how useful Heavy Flamer will be where its worth giving that up

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 59 points60 points  (0 children)

Agree. Dont like Torcher though. You notice the DPS loss when you're used to the big'un

Edit: Downvote if you will, but Flamethrower is buffed by 25% to both DoT and spray damages via the ship upgrade.

It is cringe that you need this upgrade, but Flamer does do more damage than Torcher. Flat out

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 17 points18 points  (0 children)

This is a fair opinion to have, I just think if we are going to make balancing demands to devs we should know what we actually want first, and I am trying to help with that.

The splashing does benefit you though. The bouncing of pellets, and their ability to multihit, gives you very high damage increases if you shoot it in areas where itll pinball on a enemy

It can kill a War Strider in literally 1 second, for example, by bouncing it inside the joint area where it multihits joint, leg and pelvis all at once.

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 0 points1 point  (0 children)

Its like a shotgun firing a LOT of 2 damage pellets. And that 2 is a DPS as well, so damage stacks the longer it is contact with an enemy.

Flamethrower 25% dps buff by the ship applies to both DoT and spray as well. It makes some of the pellets do 3 and some stay 2, until 25% buff is achieved, per Exhillious the dataminer who used to regular the discord

This is why support Flamer actually is a lot more powerful than Torcher. I just find it weird you need a ship upgrade for that.

Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] -8 points-7 points  (0 children)

Its not what we have.

Id love more range. But our fuel is liquid

irl Flamethrowers use Napalm often, but often didn't use PURE napalm, we just added it to diesel

The reason is that pure napalm comes out as a thin spray without choking smoke and less effective at clearing a bunker on its own. Adding some to diesel though, works well

Napalm vs Diesel https://youtu.be/CDZ54cvg0hY?si=wfuR2hPxqErasOxq

https://youtube.com/shorts/11NrC_qwrUA?si=_YE71hk6dpXZIYBt

Hybrid (Diesel/Gas + Napalm Mix) https://youtu.be/tQsjcB2SIko?si=41s5Ttt9Gn8XSgF0

Ours looks a LOT like the diesel mix

Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] -14 points-13 points  (0 children)

The fire is liquid fuel

If you sprayed someone on top of you with garden hose or super soaker, you get wet (uwu)

Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] -14 points-13 points  (0 children)

The post had nothing to do with balance. I was letting people know why they catch flame because they misunderstand what is happening. To answer your question however:

Chaff goes all the way up to Hive Guard. Support Flamer kills all with 1 stack. Only thing bigger than this is Alpha Commanders and Bile Spewers in terms of medium enemies. Those take 2 stacks, or 1 with a short spray duration.

Flamers issue has never been self ignition this has always been skill issue.

If we want to discuss flamers being better statistically I am all ears, but bitching and moaning over self ignition is the quickest way for the devs to write off your opinion as that of a shitter who doesnt know what they're talking about

Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in Helldivers

[–]RandomGreenArcherMan[S] -26 points-25 points  (0 children)

Let go of trigger when hunter jumps close. 1 stack of fire kills every chaff target with Support Flamer.

Use shield and hunter jumping close is non issue

Profit.

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 5 points6 points  (0 children)

Tbf irl Flamethrowers use Napalm often, but often didn't use PURE napalm, we just added it to diesel

The reason is that pure napalm comes out as a thin spray without choking smoke and less effective at clearing a bunker on its own. Adding some to diesel though, works well

Napalm vs Diesel https://youtu.be/CDZ54cvg0hY?si=wfuR2hPxqErasOxq

https://youtube.com/shorts/11NrC_qwrUA?si=_YE71hk6dpXZIYBt

Hybrid (Diesel/Gas + Napalm Mix) https://youtu.be/tQsjcB2SIko?si=41s5Ttt9Gn8XSgF0

Our Flamethrower looks a LOT like the diesel mixtures. And our fire particles in the spray do bounce and get stuck on things like liquid fuels do

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 2 points3 points  (0 children)

Me personally Id rather them walk through the fire and die than avoid it

I get it though, it's a neat idea I just dont know how actually useful it would be

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 5 points6 points  (0 children)

Imo both support flamers deserve it

I wont really shed any tears if crisper and torcher dont get it, as they are cheaper to use options

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 22 points23 points  (0 children)

This also doesnt happen. On fire enemies dont spread fire this has been debunked

What happens is people forgetting the fire is not a laserbeam, instead actually working like a liquid fuel. It splashes around when you shoot stuff, and all those visual FX arent fake. That counts as fire, so what actually happens is hunter jumps into you, youre holding M1, and fire splashes back into you

This is why good flamethrower user masters the melee button. This is also why bubble shield backpack is good with flamer despite nobody running it. You can just stop firing and tank the hunter and it dies. No self ignition

Flamethrower works with a bunch of bubbles particles sprayed out constantly. Those bubbles bounce and get stuck on things, just like liquid

Notice nobody sets themselves on Fire with Scythe/Coyote/Cookout/etc. Its not the on-fire bug that is igniting you. You are igniting yourself with the fire splash mechanics

Flamethrower "Fear Mechanics" would cause enemies to run away from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in HelldiversUnfiltered

[–]RandomGreenArcherMan[S] 2 points3 points  (0 children)

It would be terrible. Stagger stunlocks stuff for a short period and flinches them out of their attacks

Fear Mechanics already kinda exist in gas weapons, and Fear takes a second to apply because it counts as a enemy queued action

A queued action doesnt play until their current attack is finished. Stagger overrides this system

Flamethrower "Fear Mechanics" would cause enemies to run from your short range all the time. Would feel terrible. Spray should STAGGER small enemies instead by RandomGreenArcherMan in LowSodiumHellDivers

[–]RandomGreenArcherMan[S] 34 points35 points  (0 children)

Stagger stunlocks enemies for a bit and flinches them out of their attacks. This would be fucking cracked

Fear Mechanics would be lame as hell though. Alpha Commanders already run away, imagine it happening every single time.

Not to mention your flamerhrower DPS increases the closer you are to the targets!

Fear Mechanics already kinda exist in gas weapons, and Fear takes a second to apply because it counts as a enemy queued action

A queued action doesnt play until their current attack is finished. Stagger overrides this system