Change for flamers #193
Replies: 7 comments 18 replies
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Nah, I don't get how this could be helpful. On another note: I would vote to drop the flamer requirement in the whole. |
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It is so bad there is a meme about it. |
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Cheat convars would be created to disable the limit but would be enabled by default. |
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I don‘t know, I heard of much ideas how to tackle that problem and this, like other ideas sounds like fighting the symptom and not the root of the problem. I think the flamer should be nerved, like a lot. How about a really short mag? Like 10, and a spare mag with 10. So it behaves like a secondary weapon. |
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Or maybe throw the flamer out in the whole (from the loadout screen, could be still lying around in the level) and make it a secondary fire mode on the heal/amp gun (i have the feeling nobody ever uses the amp of the medgun). |
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The problem I see with this solution is people will pick med instantly just to play with flamer. So the chance of having a good medic will be much lower. Also, people who play with flamer are usually not competent enough to deal with biomass. And relying on Officer's fire nades is not always an option. |
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This topic is quite old, and no balance changes are planned for the flamer right now. Closing it. |
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Require medic class to equip a flamer from the lobby, but any class can carry/use them in game.
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