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Flamethrowers vs buildings

11 Feb 2016, 05:19 AM
#1
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

it is almost impossible to set a building on fire nowdays and i think that should be reverted to the pre wfa levels. (im not sure if this is a bug or result of wfa)
11 Feb 2016, 06:32 AM
#2
avatar of LemonJuice

Posts: 1144 | Subs: 7

its a result of one of the flame patches, i forget which one. agree with you though.
11 Feb 2016, 06:46 AM
#3
avatar of Gbpirate
Senior Editor Badge

Posts: 1153 | Subs: 1

I miss the good 'ol days... https://youtu.be/1sGNYH0vQyc?t=7m15s

Edit: better display of old flamers https://youtu.be/1sGNYH0vQyc?t=13m39s

But yeah, I agree, flamers and flames in general should do more building damage.
11 Feb 2016, 07:49 AM
#4
avatar of Aladdin

Posts: 959

jump backJump back to quoted post11 Feb 2016, 05:19 AMSirlami
it is almost impossible to set a building on fire nowdays and i think that should be reverted to the pre wfa levels. (im not sure if this is a bug or result of wfa)


Thanks God they indirectly nerfed the Soviet FHQ
11 Feb 2016, 07:55 AM
#5
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post11 Feb 2016, 05:19 AMSirlami
it is almost impossible to set a building on fire nowdays and i think that should be reverted to the pre wfa levels. (im not sure if this is a bug or result of wfa)

Stone buildings are much harder to set on fire, not sure about wooden ones.

In the past, 3-4 molos/inc nades were enough to set any wooden building on fire, you needed more for stone buildings.
11 Feb 2016, 08:20 AM
#6
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

jump backJump back to quoted post11 Feb 2016, 07:55 AMKatitof

Stone buildings are much harder to set on fire, not sure about wooden ones.

In the past, 3-4 molos/inc nades were enough to set any wooden building on fire, you needed more for stone buildings.


Wooden buildings also require ton of time to set on fire nowdays
11 Feb 2016, 08:47 AM
#7
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post11 Feb 2016, 08:20 AMSirlami


Wooden buildings also require ton of time to set on fire nowdays

Just reminded myself why.

Persistent flames from vehicles.

Buildings flame resistance was doubled, because otherwise, unless you were using old croc, you'd set building on fire BEFORE you'll kill squad inside, which happened awfully often with WASP(even I remember one instance where I burned building before killing single volk model inside.
11 Feb 2016, 08:52 AM
#8
avatar of IronMedic

Posts: 318

The infantry based flamers dmg threshold to ignite buildings were increased quite a lot in a patch around oct/nov, while vehicle based flamers were slightly indirectly decreased whit flame dot.
11 Feb 2016, 19:24 PM
#9
avatar of Captain QQ

Posts: 365

I miss the good 'ol days... https://youtu.be/1sGNYH0vQyc?t=7m15s


FUCK i miss that map. Why isnt it in the rotations anymore
11 Feb 2016, 19:26 PM
#10
avatar of Captain QQ

Posts: 365

The infantry based flamers dmg threshold to ignite buildings were increased quite a lot in a patch around oct/nov, while vehicle based flamers were slightly indirectly decreased whit flame dot.


When they cut the kv8 damage in half and made it equal to a UC wasp they destroyed my ability to manage schreck blobs.
11 Feb 2016, 19:28 PM
#11
avatar of Captain QQ

Posts: 365

jump backJump back to quoted post11 Feb 2016, 08:20 AMSirlami


Wooden buildings also require ton of time to set on fire nowdays


I have had times recently where throwing 2 molotovs into massive building will trigger the complete burnout of the building over the next few minutes, but other times i will have to use 6-8 over time to take out a smaller building. I thought they were trying to add consistency to the game.
11 Feb 2016, 21:23 PM
#12
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

you need a DoT flamer to burn a building down; hand flamers will literally tank 5 minutes per building to set on fire. DoT flamers like the 251/16 or UC will set on fire any building in the AoE (this means multiple builds when they're touching) in less than 30 seconds.

i think it was a stupid change because it makes partisans obscenely strong on certain maps but it comes down to the flamer type.
11 Feb 2016, 21:33 PM
#13
avatar of Gumboot

Posts: 199

In over 700hrs of game play I have never tried attack ground with flamer units. Can it be done?

As in the KV8, Wasp, Flammer units... Can you attack the building with no one in it?
11 Feb 2016, 21:43 PM
#14
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post11 Feb 2016, 21:33 PMGumboot
In over 700hrs of game play I have never tried attack ground with flamer units. Can it be done?

As in the KV8, Wasp, Flammer units... Can you attack the building with no one in it?

yes
11 Feb 2016, 22:40 PM
#15
avatar of Purlictor

Posts: 393

On a related note, has anyone else had their flamethrower squad completely derp out when told to attack the middle train station building on ettelbruck from the bottom side? Instead of straight up attacking the building with the enemy squad inside (they were definitely in range), they run all the way up to the building and wait 3 or so seconds before they start shooting at point-blank range. I've only really seen this happen to this building from that angle. Is it due to the yellow cover strewn around that side of the building?
12 Feb 2016, 00:18 AM
#16
avatar of Captain QQ

Posts: 365

On a related note, has anyone else had their flamethrower squad completely derp out when told to attack the middle train station building on ettelbruck from the bottom side? Instead of straight up attacking the building with the enemy squad inside (they were definitely in range), they run all the way up to the building and wait 3 or so seconds before they start shooting at point-blank range. I've only really seen this happen to this building from that angle. Is it due to the yellow cover strewn around that side of the building?


Yeah and they get killed for their trouble. I believe it is similar to telling cons to at nade a tank on the other side of a fence and instead of running up to the edge of the fence which would put it in range they try to run the opposite direction to get around the fence.

Pathing loses games.
12 Feb 2016, 06:13 AM
#17
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post11 Feb 2016, 21:33 PMGumboot
In over 700hrs of game play I have never tried attack ground with flamer units. Can it be done?

As in the KV8, Wasp, Flammer units... Can you attack the building with no one in it?


you can both attack buildings, regardless of occupancy, and attack ground with all flamer units.
12 Feb 2016, 06:43 AM
#18
avatar of wouren
Senior Social Media Manager Badge

Posts: 1281 | Subs: 3

jump backJump back to quoted post11 Feb 2016, 21:33 PMGumboot
In over 700hrs of game play I have never tried attack ground with flamer units. Can it be done?

Yes, and it makes tanks fall into the ice, and you can use it through hedgerows. You have been missing out.
12 Feb 2016, 12:55 PM
#19
avatar of Gumboot

Posts: 199

jump backJump back to quoted post12 Feb 2016, 06:43 AMwouren

Yes, and it makes tanks fall into the ice, and you can use it through hedgerows. You have been missing out.


Seems like it! Cheers for the info all. No more sneaky building spawn units getting my AT's now!
Only Relic postRelic 12 Feb 2016, 17:58 PM
#20
avatar of Cuddletronic
Developer Relic Badge

Posts: 559 | Subs: 17

I'll Pass t his to the Balance Team. Thanks
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