Flamer Push

Not gonna lie, I really effing hate the huge force that flamers push with. It’s enough that it almost always sends me flying out of a dodge slide across the room. Not to mention it’s utterly baffling in how it functions opposite of every other ranged attack in the game, which can be avoided with appropriately timed crouches, slides, and dodge slides. So it works counter to the muscle memory the rest of the game builds.

Anyone else think that, or is it just me?

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I didn’t know you could crouch to dodge anything !? Can you? Live and learn!

The push is annoying yes. I think it’s meant to be. Is it any worse than multiple-gunner fire staggering you?

The higher the ping, the worst it gets.

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Yup, I like ducking under sniper shots before running up to them and spending the three minutes it takes to pistol whip them to death.

Pure hilarity.

Edit: thing is they didnt used to push you, and I’m honestly not sure why they added it. At launch, I used to love sliding under the flames to saw their legs off. It made me feel like such a badas, and it was cinematic af. Scorching hot flames narrowly missing my head, nozzles dripping hot promethium before my chainsword bites into their filthy heretic knees… it was so rewarding.

And I’d say it’s far more annoying than any shotgunner or elite gunner push or stagger, because those you can counter those by using the game’s mechanics to counter. A well timed slide will have the gunners and shotgunners shots narrowly missing your head, letting you close and kill or get to a better position. Whereas the flamers explicitly punish you for engaging with the games mechanics.

The flamer push almost never kills me, it happens maybe 1 in 70 games, but never do I feel like I was outplayed or that I made a mistake when it happens, it just feels stupid and out of place, like the game is just saying F- you for playing well.

That hasn’t ever worked for me.
Once they’ve decided to fire, only a dodge/dodge slide will do it. And even then, not always :confused:

I am too not a fan of Flamer’s flame pushing me with incredible force, which is also unavoidable unless you have high mobility in general.

I am an Ogryn main, so it’s kind of a struggle for me, but after hundreds of encounters I kinda got used to that.


Anyway, the push is strong as hell(I literally can not get close to them if they started spraying, unless I use an ult), but I see why they did that, just so they would actually be scary sometimes.

Maybe a little nerf to Flamer’s flamethrower’s ability to be a military class windblower, not a big one.

PS:

This doesn’t work for Ogryn, unless you mean sliding forward :pensive:

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I’m sure it has shown up on my darktide clips on my youtube. I do it all the time. It’s my last defense when like a grenadier’s incendiary prevents me from sprinting in that weird 2s window before and after it goes off that like quasi-stuns me, so I can’t slide or dodge slide. I just tap crouch right when the shot goes off and avoid all damage from it.

It has saved my butt countless times with both snipers and shotgunners.

Ogryns get the short end of the stick for sure when it comes to avoiding damage. Such a huge hitbox and short iframe windows. They should definitely have way more mass and stagger resist to compensate for that.

That a little gas nozzle can push an ogryn around feels ridiculous.

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You are right :sob:

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Yeah, I’ve been noticing this more and more, that on top of their ‘explode when killed optimally’ stuff has made them an incredibly annoying unit. Which I mean, is something to consider as something of a good thing for a high value target, but as with the old shotgunners, it would be nice if they toned it back a bit so I’m you know, able to try and get around them a little bit instead of just having to FULLY disengage and run the complete opposite direction so that I can actually move the way I want to re engage them. I feel ‘flung from medium range to ‘you’ll never be able to hit me with anything’’ distance isn’t the greatest feeling in the world, even if they are supposed to be a ‘suppressing unit’. You can’t advance the two inches you need to melee them because of the constant streaming push, you can’t shoot them because of the obscene suppression and likelihood to nic the canister on their back and take a massive chunk of health damage, so all that’s left is ‘ride the wave’ and run the f away, which feels bad in a game about constant rewarded aggression.

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Lack of consistency in Tide games? Surely not…well actually that is the most consistent thing about Fatshark: lack of consistency and bags of bugs.

There are situations you certainly don’t want a flamer going after you, what I find the most hilarious if multiple flamers firing from multiple angles. You literally cannot move.

With chaos of combat, specials spawned really close to players and teleporting through the door system, missing audio cues, it certainly happened few times that flamer chip damage was enough to turn a bad situation into the you failed the Emperor screen in few of my games.

The recently added flamer tank explosions are even more dangerous as the damage fully punches through toughness, can apply the barrel strength knockback and its easy to do accidently thanks to lack of momentum in enemy movements, flamer tendency to do that weird 360 turn, or even getting hit / supressed(?) by others.

it is fair, or flamers could not be a threat.
That’s my opinion.

I am more annoyed by shotgunners push that is really too much.

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