New flamer is trash

they were already the most dangerous enemy. now they’re a huge pain to deal with. half the time its unfeasible to go in for the melee kill when there are team mates who shoot everything without thinking about it. the knockback and flames on the ground is ridiculous. at the very least i propose removing the knockback and damage and only keeping the lingering flames. there is already way too much cc in this game, plus toughness ignoring damage from an already dangerous enemy is really unnecessary

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nope they were not.

unless truly disabled/netted or swallowed by nurgles dalmatian, i cant remember dying to a flamer in open engagement.

like ever :man_shrugging:

so if you can move freely, you can move away from the blast or not get close while its getting shot at.

then again, if buddy’s close i just shoot the lower torse so it wont even go boom.

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They have low turn speed, you just run into them with slightly arc trajectory and they can’t hit you. Now they atleast can do some damage.

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Teammates were always the worst enemies, that hasn’t changed.

I find more problem with flamer not blowing up if one-shotted to the tank even if the particle effect shows up briefly.

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Not since FS nerfed the ground-fire into the dirt, anyway…

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Is this bait? They need buffed lol. The general consensus is that trappers are the most dangerous

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bring some ice so there is less heat

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I’ve been downed to a flamer a few times but all of those times I literally couldn’t get away, either being blocked from escaping or trapped/pinned.

I remember the old times where touching fire instantly broke your toughness plus dealt a good 33%-90% of your health in damage in the same second.

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not saying old mechanics were better but at least you kept an eye out for flamers.

and even then, “you have legs, use 'em sah”

what remained the same is the slowass turnspeed of them which rather remind me of those diablo-esque 4 sided pillars that turn and spit fire.

annoying, but only if you come close.

most dangerous is trapper… come on…
Who can insta kill you in middle of 350 groaners, 12 crushers and 8 bulwarks? a trapper behind a wall.

Sidenote: if Fatshark could stop that… since my new motherboard I “lag” (the graphic card cannot proceed correctly with a limited CPU cause of the bad mainboard I have actually) a lot and get caught more than before… I can accept when I get caught cause I made an error, but being caught bu a net that comes through 12725 enemies… this, this is the worst thing that can happen. Cause, here, I consider that it was not really my fault. However, fault or not, seeing a net going through a lot of enemies, or worse, through a wall, is something totally absurd and should be fixed.

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Flamer wasnt even close to the most dangerous enemy. The knockback opens up some new ways to get knocked off the ledges but that’s about it.

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great. one just exploded when i shot it in the legs and some team mates were meleeing it. this rework needs rework

all of you guys saying trapper is the most dangerous are perma stuck in malice tier. bombers/ flamers are the most dangerous, everything else is manageable

come on man, big booms is fun

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LOL… major part of this forum are auric players…
yesterday I played more auric than regular.

Worst time was after switching from my vet to the zealot, I wanted to use VoC… but I was on zealot. So instead of pushing everything away, I have jumped in middle of crushers.

But except this stupid error, I have been knocked down close to all the time cause of a trapper (except when I have run under 50% stamina cause f the vanguard change and then I have been killed by gunners).
Cause of my computer (I have a 11900k but the mainboard is not for such powerful processor, and I wait the release of arrow lake), I “lag” a lot. I have degraded graphics and sometimes the animations are really badly displayed. As a result, I have never been so many times disabled.
To explain how my performances were degraded… I was on max quality, without raytracing, I am now at low quality, everything put on performance, and with really limited details (by example, now when I kill an enemy, it disappear immediately). Even with that, I get degraded performances. Can’t wait to get my 265k (intel ultra core 7) around the october 30th.

We can agrere on this :smiley:

skill issue

Fire? I don’t see a problem really.

I mean I literally don’t see anything.

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Although that’s not unique to enemies, dumb player zealots can do similar things.

tl;dr flamers need to be more consistent about when they explode because if I can’t predict what’s going to happen when I melee one then I can’t make informed decisions in the middle of battle

I lost two runs today because of flamers exploding despite not being shot. One was in a chaotic situation, so I can’t guarantee that it wasn’t but the other was as straightforward as it can get:

I had just clutched and killed a chaos spawn. I’m the last surviving player and on 3 health. I hear a flamer spawn, I run up to it and stab it and get downed instantly because it exploded. I’m 100% confident I could have rescued my teammates otherwise. No active horde, no other specials around, stealth ult ready to go. We lost that run because a just-spawned flamer exploded on death after a melee kill.

I’m fine with them exploding as a mechanic, but it shouldn’t be a roll of the dice. Either never explode if killed by melee (preferred), or always explode (please no). Poxbursters always explode, but they can easily be heard through walls–doors and sound bugs aside–so it’s fine.

And another suggestion: when they’ve got a huge jet of flame coming out of their fuel tank, they shouldn’t be able to keep shooting. But that’s more of a personal preference than a real problem.

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I was playing around in the Meat Grinder (don’t try this at home kids) yesterday and I thought I saw that there was a very small amount of tick damage caused by the “now I’m a barrel” state. I think increasing this damage over time effect would help them expire faster once the canister is rent, and resolve some of the issues where they’ve got a leak but can still behave normally.

Perhaps increase the damage threshold a bit to compensate. Boom :grin: