Flame Jet Range
The current range is fine for this type of kit. It just needs to hit reliably and either do a bit more damage or get a bit more utility.
For the record, I don’t think FT will see any range or damage changes until the devs know what to do with grenades.
Here’s what they can do with grenades: increase the viability of the other kits. It isn’t that grenades are too good as much as its that other kits arent as good.
Flame Jet range does need to be increased. The effect reaches way farther than the range of the damage and the range of the effect is fine. Plus offhand Pistols Blowtorch has 600 range, why does Flame Jet only have 425?
Yea the visual effect throws me off, as I’m often watching what my opponent is doing and not my action bar, so sometimes I find myself thinking I’m in range of my target but end up just a tad too short. It looks like a flame thrower but reaches like a blow torch.
Elixir gun, IMO, is a fair kit with a good toolkit skill. One thing I wish that could be increased, though, is the puddle size for #4 Acid Pool. The jumpback is great, and if you combo a slowdown or quickness with it (#2 just before), you can get a good distance between yourself and the enemy.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
Flamethrower has actually pretty high range, it needs to hit more enemies, like pistols with piercing shots. I’ve never seen damage indicators on more than 5 targets at the same time. I’d even trade its range for enemy counter, let’s say range of 350 and up to 8 enemies
@Sporadicus
Elixir Gun #4 Should be a leap finisher, just like rifle #5. Its description says leap backwards, they’re cheating us :<
Flamethrower has actually pretty high range, it needs to hit more enemies, like pistols with piercing shots. I’ve never seen damage indicators on more than 5 targets at the same time. I’d even trade its range for enemy counter, let’s say range of 350 and up to 8 enemies
@Sporadicus
Elixir Gun #4 Should be a leap finisher, just like rifle #5. Its description says leap backwards, they’re cheating us :<
Isnt all AoE in this game capped to only hit 5 players? Even if it isnt, the flame thrower doesnt need any more AoE, considering every one of its abilities can hit multiple targets. What it needs is a range increase so it can hit those multiple targets more reliably.
Flamethrower is capped at 3 targets
Range needs slightly increased to reflect the animation or vice versa.
Damage needs slight increase, but already does decent damage when hitting 2-3 targets. Along with dmg, the burning needs to last a tad longer and be inflicted multiple times.
Hitbox needs…tweaking to say the least, Ive had it hit enemies behind me while missing the target at point blank. This is a huge issue when fighting melee, the enemies get too close, then my flamethrower decides to make the ground toasty instead of their hides extra crispy. Also a pain when the last hit misses, since we lose out on that burning… Sorry about this becoming a general bug and suggestion list.
What it needs to do is a lot more damage up close. It makes absolutely no sense that even with a full glass cannon build, you can spray a full load of flames onto an enemy and it doesn’t even do noticeable damage compared to something like a blunderbuss on the rifle.
Flamethrower is capped at 3 targets
Range needs slightly increased to reflect the animation or vice versa.Damage needs slight increase, but already does decent damage when hitting 2-3 targets. Along with dmg, the burning needs to last a tad longer and be inflicted multiple times.
Hitbox needs…tweaking to say the least, Ive had it hit enemies behind me while missing the target at point blank. This is a huge issue when fighting melee, the enemies get too close, then my flamethrower decides to make the ground toasty instead of their hides extra crispy. Also a pain when the last hit misses, since we lose out on that burning… Sorry about this becoming a general bug and suggestion list.
Yea its safe to say that the Flamethrower needs some work. I’m ok with the damage, as it does force us to use the rifle for control. Between the blind and knockback of the flame thrower, and the net and knockback of the rifle, I can keep melee busy. You can spec for increased burn duration. You can also spec for a 15% damage increase on the Flamethrower. You can’t spec for increased Flamethrower range though, which is something I think they can address in a more timely manner than the other issues.
If anything, EG’s Acid Pool #4 should be a Blast Finisher.
A Leap Finisher assumes that the attack does damage on the landing/impact and not the launch, while Acid Pool is a damaging escape that doesn’t do any damage on the landing.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
Hey now, this isnt an Elixir Gun thread; it’s a Flamethrower thread!
The Rifled Barrels trait would be perfect for this proposed change. “Improves rifle, pistol, harpoon gun, elixir gun, and flame thrower range” There ya go. Fixed.
Flamethrower is capped at 3 targets
That’s even worse than I thought, it always seemed like I’m hitting at least 4 enemies
What it needs to do is a lot more damage up close.
Yes, like Blowtorch. We don’t really need the range increase, as it’s our melee weapon. If the range would be increased to 450 (to match the animation), the damage multipliers would be applied every 150 units
Time for a history lesson:
- Personal flamethrower (backpack construction from ‘30s, the most similar to engi weapon) is said to be effective at the range of 20-30 meters. However it’s how far the fuel can be thrown. Fuel was always instantly burnt, making the real range of less than 10 meters. Sure target ignition could happen from around 4-6 meters, as this weapon has pretty large fuel spread, mind movement during combat and weather effects. This is pretty much like Flame Jet, our engineer got just infinite fuel
- Stationary flamethrowers could reach a target at the range of max 100 meters, wind was always drastically lowering effectiveness
- In ’70s backpack flamethrowers were dominated by rocket flamethrowers, using a rocket filled with napalm. This way flame could be spread only in target area, no fuel was wasted, effective range grown to 600 meters. Flame Turret toolbelt skill (Throw Napalm) works pretty much this way, tho engineer is not using a special launcher
After the Wrench, Flamethrowers are meant to be the Engineer’s up-close-and-personal-laugh-like-a-banshee-of-doom weapon.
What FTs do need is to have a few mechanics swapped in so it’s a more reliable weapon
Flame Jet:
As mentioned above, direct or indirect – I skimmed, the AoE limit needs to be raised. It should be capable of hitting at least 5 at once.
More damage for close-range would also be sensible, but not necessary, as we have Air Blast for a reason – Flamethrower is suppose to be a mid-ranged weapon.
Flame Blast:
It should be like Cluster Bomb, where you can fire it like a skill shot, and have the choice to detonate it before impact.
Or they should make it explode upon colliding into the target like it should be.
Flame Blast’s explosion damage is a huge part of the FT’s potential DPS that is outrageously difficult to utilize.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
What I’d like to see:
-slight max range increase (either through traits in firearms/inventions/alchemy or base, doesn’t matter)
-damage increase the closer you get to the enemy (+0% at max or near current max range; 15-20% at closest range)
-very slight range increase on #5
-flame blast detonatable by hand + maybe a blast finisher
What I’d like to see for elixir gun:
-“heals too much bug” never ever fixed
-better scaling with healing power
-area size on #4 increased, maybe make it spawn on targeted enemy (or slightly in front of him) so I don’t have to be up close
Flamethrower REALLY needs more damage.
If you think this is some random dingus speaking without knowing at all what hes talking about: I have full Carrion Exotic gear with 3 Superior Runes of the Hoelbrak and 3 Superior Runes of the Fire. This with Juggernaut gives me 9 stacks of might through that alone, and i throw in Elixir Traits into the mix with Might on elixir use and whatnot. I’m nearly fully kitten geared and built specifically for the Flamethrower.
And you really want to know how much damage flame jet deals, WITH the full carrion exotics (Power, +Condition damage), WITH the 10 stacks of might, and even counting the burn it does at the end of the attack?
About 1.7-1.8k damage. Over the course of 2+ seconds, about 3 with the burn damage. All this assuming the target stays in FT range and i dont get that stupid MISS MISS MISS.
That.
Is.
PATHETIC.
For a weapon that is MEANT to be dangerous at close range. A Guardian deals more damage smacking someone around with a Hammer than i can deal covering them in liquid fire.
Flamethrower REALLY needs more damage.
If you think this is some random dingus speaking without knowing at all what hes talking about: I have full Carrion Exotic gear with 3 Superior Runes of the Hoelbrak and 3 Superior Runes of the Fire. This with Juggernaut gives me 9 stacks of might through that alone, and i throw in Elixir Traits into the mix with Might on elixir use and whatnot. I’m nearly fully kitten geared and built specifically for the Flamethrower.
And you really want to know how much damage flame jet deals, WITH the full carrion exotics (Power, +Condition damage), WITH the 10 stacks of might, and even counting the burn it does at the end of the attack?
About 1.7-1.8k damage. Over the course of 2+ seconds, about 3 with the burn damage. All this assuming the target stays in FT range and i dont get that stupid MISS MISS MISS.
Yeah… Here’s the thing:
The Carrion stat-combo is the WRONG choice for Flamethrower.
You should be going for Rampager, you silly goose!
Juggernaut provides all the might you’ll ever need. What you need from gear-stats is some Precision!
You need crit to fully utilize all that power. Crit is more important then Power when it comes to maximizing damage.
And of course, all that crit will let you trigger Incendiary Powder and Sharpshooter more, boosting your overall condition damage.
And your runes are just awful.
Never. Ever. EVER, focus on extending burn duration from runes if you’re going for damage.
It stacks in duration, which is a damage-over-time thing – not damage-per-second. Just take the Incendiary Powder trait in Explosives; that trait + flamethrower equates to your enemies burning at least 90%+ of the time.
I haven’t settled on a particular rune yet, but theoretically, I would want the Lyssa rune – 6 of them like normal people do.
The ‘Energy Conversion Matrix’ trait in Alchemy plus Lyssa runes’ “gain all boons” effect is a no-brainer. Plus, the rune effect doubles as a great condition-cleanser. (This is all only theoretical, because there’s a bug that prevents it from triggering from Supply Crate at the moment…)
I’m easily hitting beating your DPS, especially if we’re counting burn/bleed damage.
(I could probably get it higher (aside from burst damage with Elixir U), but then it wouldn’t be practical. Flamethrower is a mid-ranged kit after all.)
But yeah…
Flamethrower still has lower damage then other weapons / the grenade-kit.
I think it’s because Flame Blast has terrible targeting.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)