Flamethrowers

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PsYcH0_Ch!cKeN

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Nov 27, 2005
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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.
Most maps will be aimed at running for between 15 and 30 minutes. Under your proposal, that would be a maximum of 30 seconds worth of firey fun per map. Hardly worth the effort when you consider just how complex it is to create a flamethrower that's more realistic than a giant blowtorch.

I think it's worth mentioning at this point though, that most flamethrowers from the middle of the war onwards used a cartridge system for ignition rather than a pilot light or electrical trigger, as those were too unreliable. Those cartridges were contained within a revolver mechanism and were effectively bullet blanks i.e. everything except the actual projectile. These were much more effective, but they restricted the number of times you could actually pull the trigger, because a full tank of fuel is useless if you've no longer got anything to light it with.

By limiting the number of times you can actually press fire, that changes things dramatically, because you no longer have an ubersoldat running around squirting a .25 second burst at everyone he sees for instant barbecue kills. They instead have to carefully ration their cartridges against their fuel, choosing when and when not to use it. A natural balancing mechanism if you like.

Of course, whether Stalingrad era flamethrowers used that system yet, I honestly don't know, but I believe that they probably did.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
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Most maps will be aimed at running for between 15 and 30 minutes. Under your proposal, that would be a maximum of 30 seconds worth of firey fun per map. Hardly worth the effort when you consider just how complex it is to create a flamethrower that's more realistic than a giant blowtorch.

I think it's worth mentioning at this point though, that most flamethrowers from the middle of the war onwards used a cartridge system for ignition rather than a pilot light or electrical trigger, as those were too unreliable. Those cartridges were contained within a revolver mechanism and were effectively bullet blanks i.e. everything except the actual projectile. These were much more effective, but they restricted the number of times you could actually pull the trigger, because a full tank of fuel is useless if you've no longer got anything to light it with.

By limiting the number of times you can actually press fire, that changes things dramatically, because you no longer have an ubersoldat running around squirting a .25 second burst at everyone he sees for instant barbecue kills. They instead have to carefully ration their cartridges against their fuel, choosing when and when not to use it. A natural balancing mechanism if you like.

Of course, whether Stalingrad era flamethrowers used that system yet, I honestly don't know, but I believe that they probably did.

Possibly. I know that someone earlier mentioned the replacement of the Flamerwaffen 35 with the 41 in large quantities, and considering how recent that model would be, perhaps there's a good chance it utilized the cartridge system rather than the pilot light?

I know that the flamethrower would usually only get 1 or 2 lives by the "1 life for every 10 minutes" system. This could be changed by adjusting it to 1 life per every 5 minutes, or by simply keeping it as it is, making flame spread realistically and having a flamethrower be a weapon unmatched even by (many) grenades as far as room clearing goes.

Also, he can potentially be an anti-tank man, so that's good.
 

sampsa

FNG / Fresh Meat
May 30, 2006
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How about we install the flamethorwer into tanks? I know that soviets had couple of models like OT-133.
 

sturmfuhrer

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Sep 4, 2010
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As far as I know the soviets did have flamethrowers at stalingrad of which where utilised by Infantry , ive personally witnessed a documentary whereby a soviet soldier operated a nossel attached to a gastank on a wheeled carrage. Not very practical but very usefull for clearing out ruins & such.

Sturm
 

Extension7

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Jun 22, 2010
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We don't need flame throwers. They would be extremely annoying like in every game that utilized them. Maybe in the co-op modes and single player it would be nice, but I'm totally against it, even if it has a limit. People would be so afraid of it they would pick it off first rather than regular infantry I know it's historically accurate and all but some things just shouldn't be included in the game just cause it was actually there.
 
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Lucan946

FNG / Fresh Meat
Jun 12, 2009
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We don't need flame throwers. They would be extremely annoying like in every game that utilized them. Maybe in the co-op modes and single player it would be nice, but I'm totally against it, even if it has a limit. People would be so afraid of it they would pick it off first rather than regular infantry I know it's historically accurate and all but some things just shouldn't be included in the game just cause it was actually there.

How would they be annoying, exactly?
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
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Fire is annoying, I'd rather get shot by an MG excessively than be burned out of buildings and rooms any day. I just find that It'll get either really stupid and pointless cause it sucks or it will be really annoying and OP.

It won't be OP if some methods are taken to limit the number of flamethrowers (read the rest of the thread.)

Also, fire is annoying? Uhm...
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
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It would be worth a try on a few maps.

I also agree that if it can't be balanced for MP, it would be great for single player or co-op in the least.
 

Lucan946

FNG / Fresh Meat
Jun 12, 2009
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And if you wanted to make is realistic, the tank could only fire for a couple of seconds before it ran out. So it would be kinda useless.

Tanks carry much more fuel for their flamethrowers than infantry can.
 

LordKhaine

FNG / Fresh Meat
Dec 19, 2005
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It would require a lot of work to do it well, but I think it would be worth it. No game so far has got close to implementing them in a remotely realistic fashion. I'm certainly sure the RO3 engine could do it well enough. While it's a lot of work for a weapon that would only be used on a few maps, it has a rather unique quality it would bring to the game.

As for people saying it's too rare to see constant use in a map, you have to remember how these things were used. They were a special tool for a specific task. You can be sure if flame throwers were used, they'd be used in a concentrated fashion for maximum impact.
 

Carne

FNG / Fresh Meat
Aug 15, 2010
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Flamethrowers wouldn't be that bad. Most people thing it would be too overpowered. It doesn't need to be like CoD5. Let the player having it equipped run slowly(as flamethrowers were heavy), one sidearm, and limited fuel. Which means that the player would rely on other players in order to not get shot down easily.

I'd like to, for once, see a flamethrower with a realistic range. The Flammenwerfer 35 had a range of 25 meters, while a silly arcadish game would decrease this to around 3-4.

Pros:
- Great for flushing out a large number of enemies.
- Encourages teamwork.

Cons:
- Slow runningspeed.
- Limited fuel.
- Sniper or other marksmen would be hard to kill from a distance, thus you would rely on a buddy with a gun.
 
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SheepDip

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Nov 21, 2005
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The issue is that the work required implementing flames and flamethrowers in no way balances with the amount of time it would actually appear in the game. Yeah they were used to clear bunkers, sewers, and dug in positions with sappers - but to implement the behaviour of flames in the evironment, and to model damage well (to the level that this community would like) would require an absurd amount of effort - effort that TWI could (and I like to think would) put to far better use on other things.
 

Dsquad

FNG / Fresh Meat
Sep 7, 2010
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In my (very) humble opinion, the 10 second fuel tank with the cartridge system and only one respawn every 5 minutes would make for and excellent system.