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Flamethrowers

I'm all for adding this, I just have to wonder how it will fare in a gameplay sense.

We had people moaning about the effectiveness of the PPSH. I can't imagine the cries we'll hear when somebody clears a room full of people with a flamethrower.

Ammunition will have to be limited for sure, 10 seconds seems OK and that happens to be accurate. Just let him have a pistol for a backup weapon like the MG kit. The class would also have to be severely limited. At most I'd hope to see only two slots, and that would have to be on a very large map.
 
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The recent WWII game I played with a flamethrower in multiplayer was the highly arcade CoD WaW. Here is a video on that I found on youtube:

Call of Duty World at War Flamethrower Usage



What I always noticed was that the flamethrower "bursts" were limited due to overheating. Is there any info on this being correct? I'd rather say the flamethrower will run out of gasoline-oil mix. I also noticed that the hit detection of WaW's flamethrower is a bit strange. The player sometimes has to fire it a bit long to ignite the Russians. I that will be quicker in HoS if it is implemented.

If ignited by a flamethrower will we become human torches or will we be just falling to the ground like in the video?
 
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two things bout flamethrowers...

1) they have less than 10sec of use per tank

2) Not only does the fire kill you, but if you are in a bunker or room... the oxygen will get sucked from ur lungs by the fire and you will die that way too....

so... being a walking roman candle with 10sec of fuel and an uber weapon... that wounds pretty balanced... if there is one per map... like a sniper. just alot harder... i say do it!
 
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Didn't want to make a new thread.

What is the status on this, are flamethrowers in or will they never be? And also, how will the possible effect on tanks be?


I could imagine making flamethrowers either a Hero thing only, or just a random class, restricting to 1 man.

Excellent in close range, weak on anything else.
 
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I'm all for adding this, I just have to wonder how it will fare in a gameplay sense.

We had people moaning about the effectiveness of the PPSH. I can't imagine the cries we'll hear when somebody clears a room full of people with a flamethrower.

Ammunition will have to be limited for sure, 10 seconds seems OK and that happens to be accurate. Just let him have a pistol for a backup weapon like the MG kit. The class would also have to be severely limited. At most I'd hope to see only two slots, and that would have to be on a very large map.

Who cares if it's unbalanced. I think that pretty much all of us are in agreement that we want realism > balance.

The way you balance it anyways is by having only 1 or 2 flamethrower classes available, like sniper class.
 
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Flamethrowers most definitley should be in. They should be able to:

-Set wooden buildings on fire, which should eventually burn down. Really, this just requires use of the destruction system.
-Cook tank crew alive, if you can find a hole to shoot the flamethrower into of course.
-Set the engine deck on fire (?) I know Molotov's can do this, but can flamethrowers?
-Burn a lot of people. Very well done, please.
-Clear rooms very well, considering that all he needs is a tiny hole to turn everyone inside the room to burnt toast/fish out of water (made out of flesh.)

Of course, there should only be around 10 seconds of use in it, but perhaps he should have a pistol as a sidearm?
 
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Widely used? Sure. Flamethrowers were for engineers and assault specialists. Responsible for clearing out dug in positions infantry/artillery themselves could not, batallions of combat engineers were used in most major offensives and attached to infantry units.

However.

Having a constantly respawning supply of flamethrower troops (even if it is only 1/32 of a team) during your average assault/defense is really very silly, as it would give you an extremely concentrated quantity of a specialist weapon.
It's why we have designated "squad marksmen" and not "snipers" - sniper teams were considerably smaller in number (afaik).

I'd be perfectly happy to see it implemented, but only if the number of spawns granted to flame troops was very low - thus making them very rare, and very vulnerable - as they would be on the scales and troop numbers portrayed in ROHOS.

I also imagine it'd be very difficult to accurately model damage to players, vehicles and surroundings to the extent that both this community, and TWI would be happy with.
 
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Widely used? Sure. Flamethrowers were for engineers and assault specialists. Responsible for clearing out dug in positions infantry/artillery themselves could not, batallions of combat engineers were used in most major offensives and attached to infantry units.

However.

Having a constantly respawning supply of flamethrower troops (even if it is only 1/32 of a team) during your average assault/defense is really very silly, as it would give you an extremely concentrated quantity of a specialist weapon. For example, it's why we have designated "squad marksmen" and not "snipers".

I'd be perfectly happy to see it implemented, but only if the number of spawns granted to flame troops was very low - thus making them very rare, and very vulnerable - as they would be on the scale portrayed in ROHOS.

I also imagine it'd be very difficult to accurately model damage to players and surroundings to the extent that both this community, and TWI would be happy with.

So, why not do that? Give whoever gets the flamethrower class a total of 1 respawn for every 10 minutes the map runs (so: 6 lives if the map runs for an hour, 5 if it runs for 50 minutes, etc etc.) After that, the flamethrower class is locked and the person is switched to a rifleman slot.

As for a damage model: see Men of War. I think their fire system is great.
 
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