they're a tool to be utilized by engineers though, they'd use that or satchel charges. And players would soon find the limitations of a flamethrower: bullet magnet, walking slower, limited ammunition, not suitable for 'lone wolves'.
yes at first you'd have lots of people trying to chose it because, "lol fire haha" and then attempting to run around like a 'pyro' off of tf2 or something and dieing a lot. But i think very soon the novelty would wear off and they'd be used tactically as they would in real life.
Because it's simply not a weapon to run around spraying fools with. It's for clearing out tough tactical choke points, like bunkers or heavily camped areas that grenades can't handle (corners in basements etc). It's for causing suppression and fear, blinding mg nests or hindering tanks and destroying smaller vehicles. The games 2 main scenario options are based around attacking and holding objectives and clearing out defensive spots, which is where it shines:
- "territory mode: this is the original gamemode that made red orchestra famous. Attack, hold and defend objectives within the set timelimit, or until one side runs out of reinforments. (source:ign preview)
- countdown mode: countdown mode is a single life gametype that is governed by a short countdown timer. Players will have to attack or defend a series of objectives, but with only one life per objective. If the attackers capture the objective, all players respawn and move to the next objective. If they do not capture the objective before the timer expires, they lose. Maps will have "key objectives" which when taken will allow the attacking team a single respawn on a later failed capture. (source:voodoo extreme interview)"
it's a heavily team based weapon and very soon people will learn that going john rambo with it isn't useful when they keep dieing and running out of ammo after screaming "banzaiiiii" while charging around manically flaming. And far from then being abandoned as being 'useless', the tactical players will pick it up and go, "hey, this is quite handy in aiding assaults".
They'll need support, just like regular engineers, lmgers, at soldiers and other specialist classes do -- and their tool will be handy just like those classes too. Of course they'll be bullet magnets for snipers as well; just like officers, mgers etc are now.
regarding 'workload : Playability', sure it's a lot to do, but i personally feel the playability of it will be worth it. Just like making such in depth tanks is worth it. There's some very good particle system scripters who could handle realistic fire beyond a simple timer on flames disappearing.
For the unit implementation you've got 1 week planing and concept sketching. 2 weeks modelling both the character (of which a previous mesh can be edited) and the weapons assets including detailing in zbrush. 2 more weeks for texturing, creating texture maps and rigging. 2 weeks for animation in conjunction with particle scripting. Testing 1 week, 2 more weeks of tweaking values. It's certainly doable.
when flamethrowers are mentioned regarding ww2, the first 2 places you think of are stalingrad and clearing the caves in the pacific.