Flamethrowers

Generic, on-topic discussion about Colonial Marines.

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NoahKirchner
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Re: Flamethrowers

Post by NoahKirchner » 03 May 2017, 03:57

I am a necromancer, watch this thread rise from the dead!

In all seriousness, yes, I like flamethrowers as they are now.
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Re: Flamethrowers

Post by Casany » 03 May 2017, 08:32

Apop said flamethrowers were never going to happen

Well looks at us now
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Re: Flamethrowers

Post by TheMaskedMan2 » 03 May 2017, 10:01

Casany wrote:Apop said flamethrowers were never going to happen

Well looks at us now
Apop confirmed liar lets sue him.
No but seriously I really like flamers, they are a ridicolously good support weapon, if the marines doesn't hit you with it that is.
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Re: Flamethrowers

Post by Karmac » 03 May 2017, 10:01

They didn't suck for like, a week or two, and now they're pretty much in the same position they were in before.
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Re: Flamethrowers

Post by Crab_Spider » 03 May 2017, 10:08

Karmac wrote:They didn't suck for like, a week or two, and now they're pretty much in the same position they were in before.
At this point, they're alright. I'd honestly just keep them the way they are and leave it at that.
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Re: Flamethrowers

Post by Karmac » 03 May 2017, 10:12

I mean the original problem was that the flamethrower was a tool not a weapon, because standing on it didn't do shit, and the only difference between then and now is if you hit them with a blast it sets them on fire. And xenos only have to resist twice to put it out so it's pretty irrelevant anyways.
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Re: Flamethrowers

Post by TheMaskedMan2 » 03 May 2017, 13:57

I always agreed the flamer SHOULD be a tool, not a weapon. Plus don't underestimate fire, if you get a good hit on one and it goes crit while on fire it is pretty much dead, plus resisting takes time and Xenos hate it. Use flamers as super weird clearing tools and area suppression, not as a murder device.
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Re: Flamethrowers

Post by Renomaki » 03 May 2017, 19:26

Flamethrowers are great for clearing out large amounts of weeds and eggs in a short about of time, but that is really what they excel best at.

Combat-wise, they are hit and miss. They either manage to light a xeno on fire, or they fail to, and if they xeno is lit, you'd best hope they are too weak to roll it out, otherwise they'll manage to recover. However, against already weakened xenos, being lit on fire is a horrifying experience, where failure to put out the flames results in you dying faster than the weeds can heal you. Nothing sucks more for a xeno than passing out while on fire.
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Re: Flamethrowers

Post by Nick123q23 » 26 May 2017, 03:40

Flamethrowers are pretty good at area denial, but not very good for actually killing things. Would be nice if they could do some sort of direct fire damage at point blank.
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Re: Flamethrowers

Post by Ikmalmn » 26 May 2017, 05:53

The xeno's go up inflames when you can direct hit it. Forcing them to retreat or risk dying fast. It's pretty powerful and gives marines time to "eliminate" at least on of them.

On marines at least, if you misfire it on them, it'll do around 50+burn damage over time. Which I presume is also how much xeno's take, probably more.
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Re: Flamethrowers

Post by Karmac » 26 May 2017, 09:20

Flamethrowers have once again fallen to GL spec levels of usefulness and I guess that's how they'll stay for now.
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Re: Flamethrowers

Post by MrJJJ » 27 May 2017, 09:15

It seems like for whatever ungodly reason, the flamers now have a very...quick *cooling*, what i mean is

I once got set on fire by WP rocket, after some time of no resisting, my fire extinguished, and a certain corpse that was fully on fire also extinguished at one point, and i regularly been and seen xenos set on fire but then it either instantly disperses or it disappears after some time, which is kind of...wew.

it makes the flamethrower more survivable as a marine, but for xenos this is just..wew

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Re: Flamethrowers

Post by Karmac » 27 May 2017, 09:17

Xenos only have to roll twice and the fire is out.
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Re: Flamethrowers

Post by MrJJJ » 27 May 2017, 09:20

Karmac wrote:Xenos only have to roll twice and the fire is out.
Yeah but you don't even have to roll sometimes, i been set on fire with the flamer and even got the message, the flames appeared and then nearly instantly disappeared after i ran away, good lord it was annoying for ONE CRUSHER to constantly be set on fire but then he just stops being on fire for some reason.

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Re: Flamethrowers

Post by Karmac » 27 May 2017, 09:22

That's literaly the worst.
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