Wrench Posted November 9, 2014 Share Posted November 9, 2014 Why are the flamethrowers so weak? I never killed someone with it.. ( i have 100 hours playtime) well think about it, grenadier vs flame man... the grenadier will win 100 % please, in the next update, the flame man should make more damage than the shotgun Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 Because it's supposed to be anti armor? Just like Grenadier is. Grenadier is less damaging as anti armor, but has range (you can shell PP from the Volcano's balcony). Flame has less range but can cause trouble for unsupported Mammy Quote Link to comment Share on other sites More sharing options...
Wrench Posted November 9, 2014 Author Share Posted November 9, 2014 But wouldnt it be better that the flame man can kill soldiers in close range and anti tank, like the grenadier? It should be more balanced in infantry fight by the way, why would i take the flane man to do damage on vehicles when you have the engineers c4 what is much more effective Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 Because that wasn't an engineer's job to take out tanks. They're supposedly the support units, not the offense IMO, flame is more effective against tanks than Grenadier. Well suited for Nod due to GDI's heavier tanks. A Nod Flame thrower can take out more than half of Mammy's health with all their ammo, probably destroying it without refill. Backed up with timed c4, that is much more likely. Grenadier will take much longer to destroy light tank, and they cannot go close range without damaging themselves. This is not so good for anti-infantry whereas flame only worries about the front and back of the tank once they managed to come into range I take flames over engie when Nod is pushed to defense. Took 10 percent of mammy's life within about 5 seconds and 20 ammo. Engies would need refilling before they can destroy the tank Quote Link to comment Share on other sites More sharing options...
Wrench Posted November 9, 2014 Author Share Posted November 9, 2014 So i will stay like that, that the flame man cant kill infantrys? The flame man wont live long whwn he tries to take an tank down, and the engineer can damage alot in short time btw they just should ad some more damage at infantrys thats it Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 hmm, I dunno. According to my research, it's true (but both won't be able to kill the Mammy anyway. Engie is instant down to 30, Flame is slow down to 10). We'll talk about unattended tanks tho. Flamers might be able to destroy several hmws if he's agile enough. Are you engaging them (infantries) as flamers in wide space btw? If so, I think that ain't the way Edit : Actually... scratch that. Either Grenadier is OP or Flamer is UP. I just tested Mammy damage against Grenadier. Turns out the grenadier have enough strength to kill it without refill Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 Because that wasn't an engineer's job to take out tanks. They're supposedly the support units, not the offense Keyword there is 'supposedly'. Engineers are indeed a lot better at killing tanks defensively than the Grenadier and Flamethrower. I take flames over engie when Nod is pushed to defense. Took 10 percent of mammy's life within about 5 seconds and 20 ammo. Engies would need refilling before they can destroy the tank ...Full suicide run with an engineer is 800 damage 2 remotes, 1 timed. It takes about 5 seconds to run up to this Mammoth and get the first 400 damage off. Then you throw the timed and die. If they're basically in your base, you can sprint back up to this same tank and do another 400 damage with remotes and your timed will do enough to kill it. This entire process literally takes about 30-40 seconds, and death doesn't really hinder it. Sorry but Engineers are way better at defence against armour than Flamethrowers. That's even more so now that we have sprinting. On topic: Flamethrower could use a small buff, but it's not supposed to replace shotguns for close range. Should at least give it a small buff to armour to make it justifiably weak to infantry. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 Now that I think about it.... yeah, so I guess Flame is more towards the offensive front line (if not, then I have no idea) GL's damage is OP now tho. with timed C4 and grenade launcher, he can literally destroy an unmanned Mammoth Tank in a single life without refill whereas Flame and Engie need to die or refill for the same case Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted November 9, 2014 Totem Arts Staff Share Posted November 9, 2014 Now that I think about it.... yeah, so I guess Flame is more towards the offensive front line (if not, then I have no idea)GL's damage is OP now tho. with timed C4 and grenade launcher, he can literally destroy an unmanned Mammoth Tank in a single life without refill whereas Flame and Engie need to die or refill for the same case That doesn't make him OP at all. He has a slower firing weapon with a decently long reload time. 25 damage per shot is honestly not that much when he's bound to be killed before he makes it through the clip. Quote Link to comment Share on other sites More sharing options...
diox8tony Posted November 20, 2014 Share Posted November 20, 2014 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fuck flame tanks. They are so unbalanced. Hotwire + Mammoth VS 1 flamer. The mammoth loses in 3-5 seconds, with full heals from a hot wire. this is so OP. fix now. We had 3 medium tanks, trying to hit 2 flamers running at us. we got 1 down to half health, and we couldn't run away fast enough(trapped), once that half health flamer caught us, he got 2 of the meds and then he died, while the other flamer cleaned up. fuck that, horrible balance. 3 meds should be able to take out a flamer before he reaches us. because obviously we insta explode once he does reach us(we shouldn't insta explode to flamers). med VS flamer... the med should not have to sprint backwards all the way back to base, all the while hitting the flamer to win 1v1. seriously, was the idea that if a flamer ever catches a vehicle in close range that the other vehicle loses instantly?! no tank should die to a single tank in less than 10 seconds, this was not how Ren was. 1v1 tank fights always lasted 30+ seconds...it's true that a flamer should win if the med is in close range. but the flamer should be low at the end of the fight. and flamer vs mamy,,,,i think the mamy should win, but be low. Quote Link to comment Share on other sites More sharing options...
RvE Posted November 20, 2014 Share Posted November 20, 2014 lols unbalanced? Your statements were contradicting to each other in a sense that, you stated that if a med was caught in close range by a flamer it dies instantly which is actually true, but you also said that if a med was caught by a flamer at close range it should not die easily but instead, the med will kill the flamer. Is it me or I poorly understood what he stated or I am totally right? Also meds don't die easily, if you're at range you can easily kill the flamer without even having to get damaged yourself, but if you're fighting on urban then the flamer can just go in for a kill. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted November 20, 2014 Totem Arts Staff Share Posted November 20, 2014 Just to poke at this, if 3 Meds lost to a Flamer at ANY range, you've got worse issues than the Flametank's balance. Also, Mammoth+Hoty beats a Flametank unless the Mammoth is also taking damage from other sources. Now not that I want to promote exploiting physics in RenX or anything, but Meds have like a 50+% chance of just running right up to Flametanks, ramming them, and putting them at too awkward of an angle to actually hit the Med. If this was Islands, well then that's literally just Flametank territory. Tight spaces and corners just kind of cater to them, but backing away from them still isn't that much of an issue. Quote Link to comment Share on other sites More sharing options...
SirPanfried Posted November 20, 2014 Share Posted November 20, 2014 While I do agree that flame troops maybe could use a slight damage buff, i envision flametroops/grenadier as medium range all rounders with better damage against light vehicles, flames with DPS, grenadier with burst damage. And as far as grenadier being OP, in what world would any remotely intelligent vehicle player let a single grenadier expend his entire ammo supply and a timed c4 on them? Quote Link to comment Share on other sites More sharing options...
RoundShades Posted November 20, 2014 Share Posted November 20, 2014 It has gotten better since flamers were given volume-damage (all the projectiles of the flame can reach the center and all hit a character at once, instead of just some). It could use a damage increase, like literally 1 or 2 points per shot. But, it already has great range, great damage on infantry, effective damage on heavyarmor. Also, it is good in group fights. It causes confusion in any more than 1v1s, and can damage a lot of people at once. Cover helps with all of this ofc, can't fire from open. Tunnels have walls to hide behind and the flame has long range, so just use the edge to spray them from a good 25 meters. Quote Link to comment Share on other sites More sharing options...
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