[The Flamethrower] - a proposed buff

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TheHolyChicken

FNG / Fresh Meat
Sep 4, 2009
2
0
0
The FlameThrower
I think it could do with a buff. Yes, I acknowledge the class is based around supporting your team and killing the smaller/weaker specimens, and that is perfectly fine - but should it really be so bad against scrakes/fleshpounds? I don't know about anyone else, but I feel totally vulnerable when faced with these enemies. I don't think the Firebug should annhilate them, but I do think it should be a bit more effective should the need arise.


The Suggestion
We buff the damage. -BUT- regular flame damage, and the lingering "on fire" damage remain the same. So where is the buff...?
Monsters could receive a rising damage vulnerability bonus that is dependant on you keeping a steady stream of flame on the target. If you release the trigger, or miss the target (if the specimen receives no fire damage for approx 0.4 seconds) that specimen's vulnerability bonus is reset. To be perfectly clear: this damage bonus does NOT apply to the flamethrower - it is a vulnerability applied to specimens on an individual basis.


The Result
The flamethrower effectively functions just like it was before. When firing in short spurts (still necessary for ammo conservation) or spraying at a crowd it will be virtually identical.... but when the need for focus fire arises it has the potential to really melt face if you can manage to keep a stream on-target for a number of seconds. This buff is entirely dependant on the player's skill with a flamethrower - it requires the player not only to successfully keep the flame stream on a moving target, but successfully battle the flamethrower's recoil too.

Thoughts?
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Personally I think that a specimen that's on fire should be under similar effects like the Jarate from the TF2 sniper.

If a specimen is on fire, it will receive 5, 10, 15, 20% more damage from all sources (rank 2 through 5). This will allow the firebug to still sweep up the weaker specimens, but will also allow them to be useful against Fleshies and Scrakes.
 

Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
Good Idea. + damage to on-fire specmen. What about + speed for them? You'll run like hell if your a$$ on fire, right?
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
Good Idea. + damage to on-fire specmen. What about + speed for them? You'll run like hell if your a$$ on fire, right?


They already flail around and run in random directions when their character skin goes from normal to charred.
 

TheHolyChicken

FNG / Fresh Meat
Sep 4, 2009
2
0
0
Proposed Vulnerability Figures
The strength of the vulnerability would of course be subject to balancing and playtesting - but as an estimate the vulnerability could be applied at the rate of approximately a 15% (exponential) bonus applied on a per-second basis. I.E:

After 0 sec: 100% (of normal)
After 1 sec: 115%
After 2 sec: 132%
After 3 sec: 152%
After 4 sec: 175%
After 5 sec: 201%
--Damage bonus ceiling?--

Bear in mind that 5 seconds is a rather long time to successfully keep your fire stream trained on a target - especially considering that the target will be moving (perhaps quickly) and the flamethrower's recoil will be in full effect. Remember too that this is a specimen vulnerability, not a bonus damage applied to the flamethrower; a player cannot build up vulnerability on specimen A and then swap targets to get an instant damage boost on (previously untouched) specimen B.

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^^ I wrote that out earlier (as a 2nd post) but I could not post it because I had to wait for a moderator to check my thread before allowing it :)


I quite like Skunkee's suggestion of an overall damage modifier though as it promotes teamwork, while not overpowering the firebug himself.
 

Double_Deagle

Active member
Jul 28, 2009
234
34
28
Sounds like a good idea, though I would leave the actual specific numbers to gametesting, you cant be sure what will be too powerful until you try it out and that does seem a little strong.

The idea is solid though, I heartily endorse it.:D
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I'd more favor the 'increased damage while on fire' instead of the 'constant burn = massive damage' thing simply because it'd make the flamethrower a "do anything" gun, which it definitely SHOULD NOT be. It basically just benefits the Firebug in situations that are supposed to be the Flamethrower's weakness (Skrakes and Fleshpounds in your face)

More damage while on fire, on the other hand, encourages teamwork (IE: Light the Skrake on fire and have a Support open up on him; light up a crowd and let the Commando hose them down). Plus a cagey Firebug will realize the 'Light the Skrake on fire then slice and dice with the Katana' potential here...
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
your all forgetting one of the pyros best bonuses you already have, you can throw grenades at your own feet with no effect. ( very handy when surrounded)
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
35
www.asseater.org
Yeah but the grenades just apply a DoT (flame damage) and don't give you an instant kill like frag nades do.

I think the flame damage increasing as you burn them would be better, but I also think 200% might be a bit much. If TW did this they would obviously find a good number to keep it at and balanced.