Flame Thrower Range Needs to be Reduced
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These things are hardly the destroyers they were since Beta not to mention most come on squishy platforms and their damage is really only noticeable when they hit a clump of units or garrisons or killing that last man on retreat who's on a sliver of health since flamethrowers never miss(I think).
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I think Flamers are fine given the weak platforms, but they can become really crazy when they are dropped and given to a strong platform such as Grenadiers or Conscripts. But that's same with lots of things such as Shreks. Really the only issue I have with Flamers is putting them inside of M3 for the awful Clown Car chase your squad down on retreat in the first 4 minutes thing. And that's just silly design of the M3.
Soviets currently have much better flamers since they can merge their Combat engineers with Concripts all day.
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You have to bear in mind Flamers don't cost 60 munitions, they cost 170/200 manpower + 60 munitions because if you build a flamer on your starting Engies or Pioneers you're then going to have to build another squad in order to have a minesweeper which you're always going to need every game against good players.
I think Flamers are fine given the weak platforms, but they can become really crazy when they are dropped and given to a strong platform such as Grenadiers or Conscripts. But that's same with lots of things such as Shreks. Really the only issue I have with Flamers is putting them inside of M3 for the awful Clown Car chase your squad down on retreat in the first 4 minutes thing. And that's just silly design of the M3.
Soviets currently have much better flamers since they can merge their Combat engineers with Concripts all day.
still risky as their tanks can explode. soviets have the nest flamers because their tanks cannot explode.
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still risky as their tanks can explode. soviets have the nest flamers because their tanks cannot explode.
You mean Penals only right ?
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What is not really fine is the Flamer Halftrack on Ostheer, but well...
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I'm not sure about CoH2 but back in vCoH flamethrowers actually did more damage to units in buildings or green cover. I think this should be implemented in CoH2. They can also change it in a way to act as counter blob weapon so CEs and Penals (specially penals) would be the unit of choice against blobs. Some changes like AoE infantry reaction or even small amount of suppression.
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Flamers spontaneously exploding when a stiff breeze rolls by is actually the only major problem I've noticed with them recently. I'm not sure if they ever fixed the inability to re-purchase them on some (all?) units after they blow up, too. I remember having that problem with riflemen but don't remember if it extends to other units.
Only USF riflemen cannot rebuy their flamethrower because reasons.
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No mention at all of Riflemen's flamethrowers? That's hardly a fragile platform, even if it's doctrinal, and it makes them a brutal unit in narrow maps and kinda kills the cover play in mid-late game.
shit upgrade. it's bugged so you can only buy it once and it permanently locks out a slot if you do. further, it still blows up like non-penal flamers so the toughness of the platform is mostly negated.
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