Abbreviations:
- FT = Flame Thrower
- FG = Flare Gun
- DPS = Damage Per Second
- DoT = Damage over Time (the damage that happens periodically after you burn a zombie or player)
I understand increasing the speed of ignited zombies was implemented to make fire a little more challenging and less "boring." however this has made the the Flame thrower and flare gun dreadful and detrimental weapon in most team games without proper team cooperation.
Usage Against Zombies:
- Flame Thrower: The most effective way of using the FT is STILL to ignite and switch weapons. This is due to the low initial damage of the FT and the low DPS of the non-stacking DoT. also since it has 100% penetration you can ignite all enemies in the path with 1 usage. This makes the FT an incredibly Ammo efficient weapon if used properly. However the drawback is of course the lowered player speed of carrying the weapon. Which in combination with the increased zombie speed can easily get you killed while using it.
- Effective stats:
- Damage
- Reload speed
- Movement speed (to counter the slow weapon carrying speed)
- (Does rate of fire do anything for the FT since it already has a high fire rate?)
- Flare Gun: The FG is simply deplorable. It is the worst weapon in the game. Having your pistol accidentally replaced by the FG is a nightmare. The initial damage is horrible (if it even exists). Shooting multiple times is a waste. When this is your last weapon, you are nearly useless to your team, and in-fact you are a negative effect on the team because of the zombie's increased speed. There is absolutely no reason to use this weapon...and hope you never get it by accident through the mystery weapon purchase or by picking it up in arena mode.
- Effective stats:
- #1 Damage
- #2 Reload speed
Usage Against Players:
the FT is one of the most deadly and hated weapons to be killed by. 1 touch of the flame is almost always certain death (unless maybe with HP gems/stats?) a player can have you cornered and be using a high powered weapon like the magnum, Winchester, AK47, or any weapon really. All you have to do is touch the person with 1 flame and you can almost guarantee they will die with you or after you. I would assume the FG is just as effective and overpowered.
Co-Op waves:
During high waves, one person with a FT can potentially wipe the entire team by making the zombies too fast to deal with. This, of course can be countered by having a freeze ray, tazer or bolt gun, but most maps that include the FT do not have the other weapon to counter balance it. In arena maps, those weapons are often skipped or replaced for damage-dealing weapons.
Dungeon Mode:
I understand dungeon mode has been due for an overhaul (by word of Infinitus) so this may be something that is understood and due to be fixed, but the fire rooms ARE A NIGHTMARE. They are bugged and/or laggy. This is one of the reasons people hate or fear DC_Random. I believe the fire effect is not synchronized with the server. It appears that players have different safe times to go through. One person will go through safely while another player sees fire. Or you may go through when it seems perfectly safe only to be lit on fire 1 second later when you appear to be clear away from the flame. Any lag what-so-ever calls for a certain death. These fire rooms are the #1 most difficult part of DC_Random. Not because of the damage, but because of the unpredictability of the buggy fire streams.
some alternate balancing options in no particular order
Against Zombies:
- Other zombies catch fire on prolonged contact
- adds some overall fun to the weapons!
- increase DoT DPS, reduce duration
- This can keep the relative damage of the weapon while making the speed buff not as dangerous.
- Remove the ignite speed buff
- The whole reason for wanting to re-balance it.
Against players:
Weapons are generally pretty deadly in pvp so I wouldn't suggest all the changes. pick and choose! These should also lighten the issues with using a flame thrower turret as well.
- remove the "reversed controls" debuff for "quality of life"
- reduce the damage per second
- reduce the duration
Flame Thrower and Flare Gun general:
With either of these suggestions, Players will want to keep their weapon out and make use of the ammo instead of just small bursts of minimal ammo. Rate of Fire may become a desirable (if not the best?) stat for the FT.
- increased initial damage.
- Eliminates the "fire and forget" tactic.
- This is necessary for the FG to be effective weapon at all compared to the pistol.
- Will balance the weapon in PVP if the DoT is nerfed. Making aim important like all other weapons.
- Increase the DoT damage with each hit (stack the debuff)
- allows multiple shots to be more effective than just igniting then switching to different weapons
Once the fire mechanics are balanced, I would love to see more fire weapons! Molotovs, napalm (in the form of a spray gun!), etc!
I added a poll about the flare gun because I think it is a really great idea but it just has poor numbers! Also, it seems to be the weakest and least desirable weapon for it's slot.