Once you lose it, even the squad is already back to full strength, you will never get the flamethrower back nor you can buy it again. It just means this 3CP special ability now is not worthy.
I am pretty sure this is a bug after I test on it, after lousing your flamethrower, the reinforced rifleman squad now only has 1 slot left for equipping/picking up weapons. There is a "ghost" flamethrower occupying the slot!
Please fix this bug asap!!
rifleman's flamethrower
23 Jul 2014, 13:31 PM
#1
Posts: 3
23 Jul 2014, 13:33 PM
#2
Posts: 522
I agree, this ability sucks. Much better to get BARs since everytime I get a flamethrower the guy carrying it gets shot at and explodes and kills the entire rifle squad.
23 Jul 2014, 13:35 PM
#3
Posts: 2561
It's definetly not worth it. It will eventually explode and most likely take your 280-300 mp rifle with it as well as lose you 60 munis. The assault engineer is the same way. You are better off getting bars, only get 1 if you really need to clear buildings.
23 Jul 2014, 13:39 PM
#4
Posts: 1571
I actually like it, as it makes the rifles into a penal squad of sorts. Sometimes I want that. I'm a big fan of flamers on large squads.
If there's a lot of indirect fire, it is less worth it IMO.
If there's a lot of indirect fire, it is less worth it IMO.
23 Jul 2014, 13:42 PM
#5
Posts: 2561
I actually like it, as it makes the rifles into a penal squad of sorts. Sometimes I want that. I'm a big fan of flamers on large squads.But penal flamethrowers don't explode and wipe your own squad.
If there's a lot of indirect fire, it is less worth it IMO.
23 Jul 2014, 13:50 PM
#6
Posts: 577
Of course penal flamethrowers can explode. All flamethrowers have that chance to explode.
I personally think the upgrade is great. Besides building clearing it's awesome against the OKW elite infantry. All those "incoming accuracy modifiers" or armor or such that make their infantry harder to kill, especially with vet - Flamethrowers ignore that. A flamethrower doesn't differ between a vet5 Obersoldat or a cheap Rear Echelon.
I personally think the upgrade is great. Besides building clearing it's awesome against the OKW elite infantry. All those "incoming accuracy modifiers" or armor or such that make their infantry harder to kill, especially with vet - Flamethrowers ignore that. A flamethrower doesn't differ between a vet5 Obersoldat or a cheap Rear Echelon.
23 Jul 2014, 13:52 PM
#7
Posts: 1571
^
Exploding flamethrowers kill 1-3 models IIRC. Penals explode too.
The thing with flamers is they are pretty useful against OKW ubermenschen wielding automatics in a way the bar isn't. (FJ, obers, sturms)
Exploding flamethrowers kill 1-3 models IIRC. Penals explode too.
The thing with flamers is they are pretty useful against OKW ubermenschen wielding automatics in a way the bar isn't. (FJ, obers, sturms)
23 Jul 2014, 13:56 PM
#8
Posts: 309
The flamethrower is actually amazing, especially on CQC maps with a lot of buildings. Its strange you can't re-buy the flamethrower when it blows up? I think its an oversight rather than intended honestly. I think the same happens if you lose a DP on your guard squads.
When you lose a Shrek on a Panzergren squad you can re-buy a shrek if you lose one, curious as to why it isn't the case here.
When you lose a Shrek on a Panzergren squad you can re-buy a shrek if you lose one, curious as to why it isn't the case here.
24 Jul 2014, 19:28 PM
#9
Posts: 2053
So this bug needs to be fixed - once the flamethrower explodes and the squad is still alive, then the flamethrower should be repurchasable (like all flame throwers).
24 Jul 2014, 22:08 PM
#10
Posts: 2561
^Since when do the penal flamethrowers explode? They didn't before and I still haven't seen it happen.
Exploding flamethrowers kill 1-3 models IIRC. Penals explode too.
The thing with flamers is they are pretty useful against OKW ubermenschen wielding automatics in a way the bar isn't. (FJ, obers, sturms)
24 Jul 2014, 22:24 PM
#11
Posts: 577
It's in since I extract stats
Here an excerpt of the penal entity blueprint. The crits the unit receives when at 0 HP:
| | | critical_group: {
| | | | critical_info: [
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: false;
| | | | | | | flame: false;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "soldier_killed";
| | | | | | weight: 75f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: true;
| | | | | | | flame: false;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "soldier_killed_death_intensity_100";
| | | | | | weight: 5f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: true;
| | | | | | | flame: false;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "make_casualty";
| | | | | | weight: 25f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: false;
| | | | | | | flame: true;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "burn_death";
| | | | | | weight: 90f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: false;
| | | | | | | flame: true;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "burn_death_out_of_control";
| | | | | | weight: 10f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: true;
| | | | | | | flame: true;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "soldier_flamethrower_explode";
| | | | | | weight: 25f;
| | | | | };
| | | | ];
| | | | max_health_percentage: 0f;
| | | };
Look at the last one, right at the bottom.
If you want you can even work out the chances. Basically take a look at all parts where it says "true" for a class (ballistic, explosive, flame, small arms), sum their total weights up and then calculate the relative weight for the critical
Small arms is 25 / 125 I think, so 20% chance.
Here an excerpt of the penal entity blueprint. The crits the unit receives when at 0 HP:
| | | critical_group: {
| | | | critical_info: [
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: false;
| | | | | | | flame: false;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "soldier_killed";
| | | | | | weight: 75f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: true;
| | | | | | | flame: false;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "soldier_killed_death_intensity_100";
| | | | | | weight: 5f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: true;
| | | | | | | flame: false;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "make_casualty";
| | | | | | weight: 25f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: false;
| | | | | | | flame: true;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "burn_death";
| | | | | | weight: 90f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: false;
| | | | | | | explosive: false;
| | | | | | | flame: true;
| | | | | | | small_arms: false;
| | | | | | };
| | | | | | critical: "burn_death_out_of_control";
| | | | | | weight: 10f;
| | | | | };
| | | | | info: {
| | | | | | 0x9F66C8E7: {
| | | | | | | 0x6C96A366: true;
| | | | | | | 0x9657F82A: true;
| | | | | | };
| | | | | | applicable_weapons: {
| | | | | | | ballistic: true;
| | | | | | | explosive: true;
| | | | | | | flame: true;
| | | | | | | small_arms: true;
| | | | | | };
| | | | | | critical: "soldier_flamethrower_explode";
| | | | | | weight: 25f;
| | | | | };
| | | | ];
| | | | max_health_percentage: 0f;
| | | };
Look at the last one, right at the bottom.
If you want you can even work out the chances. Basically take a look at all parts where it says "true" for a class (ballistic, explosive, flame, small arms), sum their total weights up and then calculate the relative weight for the critical
Small arms is 25 / 125 I think, so 20% chance.
24 Jul 2014, 22:25 PM
#12
Posts: 4928
Since when do the penal flamethrowers explode? They didn't before and I still haven't seen it happen.
They always have, all infantry held flamethrowers have a chance to explode. The Penal Flamethrower and Engineer Flamethrower are statistically identical, if not the same weapon.
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