Flamethrower issues
Hello
I have noticed a two problems with FT:
1) Its really hard to hit most of the structures… you have to find a perfect spot, otherwise all attack will miss.
2) There should be default setting to auto-attack after equiping kit.
Its REALLY not funny clicking ctrl+rmb on skill “1” 300 times per day :/
I have noticed FT on structures can miss a lot, but it really doesn’t bother me.
Number 2 does kind of need to be implemented, since I don’t feel like pressing the combination, I just spam press the “1” button over and over to treat it like an auto-attack.
I would love that. The first skill of every KIT should have that implemented.
As an engineer main: yes on both counts please.
Skill #2 is constantly getting obstructed for no reason, or gets fired into the ground and disappears. Don’t even think about using it on a target that’s on a slight upward incline.
I would love that. The first skill of every KIT should have that implemented.
I’m with this guy.
And I have also noticed that the FL is hard to kite with…
When trying to hit a target while strafing most of the shots miss.
Here’s another thing.
Skill #1 (or any other cone attack for that matter) misses almost every time when you attack something slightly above you (Someone standing on a small hill in front of you etc.)
To recap, we have seen the following problems with FT (I’ll mirror this post in the Bugs section of the Forum):
1) Structures are very hard to hit with #1 attack (constant “Miss” results), requiring you to be right on top of them and facing a certain way.
2) You can easily miss enemies with the #1 attack; even if you are targetting them within distance or on top of them.
3) The Napalm blast #2 attack ends up being “Obstructed” against enemies higher than the player.
4) Napalm blast #2, when used after the blast back #3 attack, has a high chance of an “Obstructed” result. This is noticed when, after the #3 Blast Back attack is used, you move even slightly away from the initial point to use the Napalm Blast.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
I feel like the flamethrower kit is oveall pretty bad, not just because of the various bugs and the autoattack disable.
The Rifle has similar skills/uses and it’s autoattacks deal at least the same, if not more damage than the flamethrower without suffering from short range. They also pierce through enemies, so they are AoE, too.
When I heard the engineer could have a flamethrower, I imagined something like massive AoE damage at short range and tons of burning conditions. Instead, it is lackluster damage and has only one extremely short lasting burning condition that I hardly ever notice. I think it’s not okay when a rifle does a better job in close combat, than a flamethrower and the engineer isn’t rewarded with massive damage if he commits to melee with his flamethrower, while other professions such as the warrior deal way more damage at safe distance, than an engineer.
The flamethrower does need some massive buffs, not just bugfixes.
I always felt that flamethrower should be dealing more damage, but with the misses and unreliable hits it’s more viable to just spam ‘1’ on wrench into the enemies face
rework flamethrower skill 5 would be nice! Maybe add some dmg AOE flameblast which burns targets additionally to the blind or give back the pull
It should, but unfortunately it doesn’t. The flamethrower should excel at burst damage and apply STRONG burning conditions, but right now it just doesn’t.
Despite skills 1-5, the Incendinary Ammo tool belt skill also doesn’t work properly.
It buffs 2 attacks (not 3 as descryption says) and Burning itself is bugged, cause it doesn’t stack its duration (1st shot triggers burning, second doesn’t – at least on the same target) AND its not affected by Expertise (+% Condition Duration).
Now, I’m rly far from saying “U fail Arena Net”, but c’mon… Little love for us Engis?
It is really frustrating to use on structures, seems like half the time it works fine and the other half I can never get it to work.
The lack of auto attack doesn’t bother me as much, I always worry about hitting it and flaming a crap ton of neutrals that I don’t want to aggro by accident, so I like having to press to set it off. It would be nice if it stuck through changes for people that want it though.
Add the toolbelt skill(F#) to the OP. It is currently the weakest part of the flamethrower. The misses/auto-attack can be worked around.
+1 on this. . . the FT is a big reason that I am an engineer but it is a bit of a let down. It misses too much, and it is missing an auto attack.
Skill #2 is constantly getting obstructed for no reason, or gets fired into the ground and disappears. Don’t even think about using it on a target that’s on a slight upward incline.
As someone specializing in the flamethrower, this is driving me mad. Anet needs to straighten out this “obstructed” issue with skill #2 because each time this happens I’m probably having my dps halved. Seriously, this is probably flamethrower’s most damaging skill and often it goes off without hitting a target at all (but of course I still get a cooldown). I really like flamethrower but the environmental issues with it are really maddening.