History Main / VideogameFlameThrowersSuck

9th Jan '17 5:32:51 PM Kadorhal
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** In the campaign for the FPS offshoot ''VideoGame/CommandAndConquerRenegade'', the flamethrower is one of the single most useful weapons against enemy troops. It has a surprisingly long range, deals good damage to pretty much anything (whether infantry, vehicle, or smaller structure), inflicts damage over time, and best of all, it stunlocks ''every kind of infantry in the game'' except flamethrower troopers; even a passing wash of flame will stop the toughest infantry in their tracks and make them flail about while on fire. The only thing it isn't really effective against is the aforementioned flamethrower soldiers - but the converse upside is that they show up often enough that you won't ever be hurting for flamethrower ammo, either. The flamethrower will be your go-to close-range weapon for the first half of the campaign until laser weapons (which combine the longer range of every other gun with the flamethrower's ability to stunlock/set things on fire) become available, and even then it will remain very useful for the rest of the game. It's also even ''more'' effective against Tiberium mutants, where they take extra damage from fire weapons. The game also includes a version which instead uses Tiberium gas, which is much the same with even better damage, stunlocking flame troopers (but not chemical troopers, who are immune to it, or Tiberium mutants, which are [[ReviveKillsZombie healed by it]]), and getting a similar longer-range upgrade with weapons firing Tiberium shards, but at the costs of a slightly shorter range and there being a chance that any enemy you kill with it will [[ArtisticLicenseBiology instantly mutate into a Visceroid]] which you will then have to use up ammo for a different weapon to kill.

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** In the campaign for the FPS offshoot ''VideoGame/CommandAndConquerRenegade'', the flamethrower is one of the single most useful weapons against enemy troops. It has a surprisingly long range, deals good damage to pretty much anything (whether infantry, vehicle, or smaller structure), inflicts damage over time, and best of all, it stunlocks ''every kind of infantry in the game'' except flamethrower troopers; even a passing wash of flame will stop the toughest infantry in their tracks and make them flail about while on fire. The only thing it isn't really effective against is the aforementioned flamethrower soldiers - but the converse upside is that they show up often enough that you won't ever be hurting for flamethrower ammo, either. The flamethrower will be your go-to close-range weapon for the first half of the campaign until laser weapons (which combine the longer range of every other gun with the flamethrower's ability to stunlock/set things on fire) become available, and even then it will remain very useful for the rest of the game. It's also even ''more'' effective against Tiberium mutants, where they take extra damage from fire weapons. The game also includes a version which instead uses Tiberium gas, which is much the same with even better damage, stunlocking flame troopers (but not chemical troopers, who are immune to it, or Tiberium mutants, which are [[ReviveKillsZombie healed by it]]), and getting a similar longer-range upgrade with weapons firing Tiberium shards, but at the costs cost of a slightly shorter range and there being a chance that any enemy you kill with it will [[ArtisticLicenseBiology instantly mutate into a Visceroid]] which you will then have to use up ammo for a different weapon to kill.kill, and becoming almost useless with all the other Tiberium-based weapons introduced near the end game thanks to the aforementioned Tiberium mutants becoming commonplace.
7th Jan '17 7:29:42 PM Kadorhal
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To an extent this is TruthInTelevision. Flamethrowers were widely utilized in WorldWarOne and WorldWarTwo to destroy thick foliage and take out bunkers full of enemy troops, but their weight, short range compared to other firearms, rapid fuel consumption, and tendency to give away one's position have since made them fall out of use.

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To an extent this is TruthInTelevision. Flamethrowers were widely utilized in WorldWarOne UsefulNotes/WorldWarI and WorldWarTwo UsefulNotes/WorldWarII to destroy thick foliage and take out bunkers full of enemy troops, but their weight, short range compared to other firearms, rapid fuel consumption, and tendency to give away one's position have since made them fall out of use.
use in favor of {{incendiary|Exponent}} rounds for conventional weapons.



** The NOD flamethrowers in ''C&C3'' both resemble real world flamethrowers in action and are ''insanely awesome'' against most targets; the flame tank is considered the go-to vehicle for most NOD players, and its infantry equivalent also has its uses (being near immune to anti vehicle weapons helps). In addition to nearly instant killing infantry units, they also burn down structures in mere seconds. Flame tanks can even be cloaked with the right support power, hidden until they suddenly pop up in the middle of the enemy base, reducing it to ashes with unparalleled speed. Then there's the expansion, which added the Black Hand sub-faction, which specializes in flame weapons. They lack access to the stealth trick, but their flame weapons can instead be upgraded to do even more damage, to a point they become dangerous against even armored targets, and can take down a structure in the time it takes to blink. They also get Nod's standard top-tier [[HumongousMecha walker]] with the otherwise impractical flamethrower upgrade right out of the box, in addition to the increased damage upgrade. Then there's the flamethrower upgrade for their even bigger walker...
** In the campaign for the FPS offshoot ''VideoGame/CommandAndConquerRenegade'', the flamethrower is one of the single most useful weapons against enemy troops. It has a surprisingly long range, deals good damage to pretty much any infantry unit, inflicts damage over time, and best of all, it stunlocks ''everything in the game'' except flamethrower troopers; even a passing wash of flame will stop the toughest infantry in their tracks and make them flail about while on fire. The only thing it isn't really effective against is the aforementioned flamethrower soldiers - but the converse upside is that they show up often enough that you won't ever be hurting for flamethrower ammo, either. The flamethrower will be your go-to close-range weapon for the first half of the campaign until laser weapons (which combine the longer range of every other gun with the flamethrower's ability to set things on fire) become available, and even then it will remain very useful for the rest of the game. It's also even ''more'' effective against Tiberium mutants, where they take extra damage from fire weapons. The game also includes a version which instead uses Tiberium gas, which is much the same with even better damage (including against vehicles), stunlocking flame troopers (but not chemical troopers or Tiberium mutants), but a slightly shorter range and there being a chance that any enemy you kill with it will [[ArtisticLicenseBiology instantly mutate into a Visceroid]] which you will then have to use up ammo for a different weapon to kill.

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** The NOD Nod flamethrowers in ''C&C3'' ''VideoGame/CommandAndConquerTiberiumWars'' both resemble real world flamethrowers in action and are ''insanely awesome'' against most targets; the flame tank is considered the go-to vehicle for most NOD players, and its infantry equivalent also has its uses (being near immune to anti vehicle weapons helps). In addition to nearly instant killing infantry units, they also burn down structures in mere seconds. Flame tanks can even be cloaked with the right support power, hidden until they suddenly pop up in the middle of the enemy base, reducing it to ashes with unparalleled speed. Then there's the expansion, which added the Black Hand sub-faction, which specializes in flame weapons. They lack access to the stealth trick, but their flame weapons can instead be upgraded to do even more damage, to a point they become dangerous against even armored targets, and can take down a structure in the time it takes to blink. They also get Nod's standard top-tier [[HumongousMecha walker]] with the otherwise impractical flamethrower upgrade right out of the box, in addition to the increased damage upgrade. Then there's the flamethrower upgrade for their even bigger walker...
** In the campaign for the FPS offshoot ''VideoGame/CommandAndConquerRenegade'', the flamethrower is one of the single most useful weapons against enemy troops. It has a surprisingly long range, deals good damage to pretty much any infantry unit, anything (whether infantry, vehicle, or smaller structure), inflicts damage over time, and best of all, it stunlocks ''everything ''every kind of infantry in the game'' except flamethrower troopers; even a passing wash of flame will stop the toughest infantry in their tracks and make them flail about while on fire. The only thing it isn't really effective against is the aforementioned flamethrower soldiers - but the converse upside is that they show up often enough that you won't ever be hurting for flamethrower ammo, either. The flamethrower will be your go-to close-range weapon for the first half of the campaign until laser weapons (which combine the longer range of every other gun with the flamethrower's ability to set stunlock/set things on fire) become available, and even then it will remain very useful for the rest of the game. It's also even ''more'' effective against Tiberium mutants, where they take extra damage from fire weapons. The game also includes a version which instead uses Tiberium gas, which is much the same with even better damage (including against vehicles), damage, stunlocking flame troopers (but not chemical troopers troopers, who are immune to it, or Tiberium mutants), mutants, which are [[ReviveKillsZombie healed by it]]), and getting a similar longer-range upgrade with weapons firing Tiberium shards, but at the costs of a slightly shorter range and there being a chance that any enemy you kill with it will [[ArtisticLicenseBiology instantly mutate into a Visceroid]] which you will then have to use up ammo for a different weapon to kill.



* Flamethrowers in ''VideoGame/StarWarsBattlefront 2'' have got the same range problems as most videogame flamethrowers, but everyone who can use one has a way to mitigate the short range (Bothans turn invisible, Boba and Jango have jet packs), and they actually do a horrific amount of damage (one complete burn from ambush is likely to kill whoever you're shooting at as a Bothan, the Fetts do a bit less damage but can hit multiple people and leave them burning).

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* Flamethrowers in ''VideoGame/StarWarsBattlefront 2'' ''VideoGame/StarWarsBattlefrontII'' have got the same range problems as most videogame flamethrowers, but everyone who can use one has a way to mitigate the short range (Bothans turn invisible, Boba and Jango have jet packs), and they actually do a horrific amount of damage (one complete burn from ambush is likely to kill whoever you're shooting at as a Bothan, the Fetts do a bit less damage but can hit multiple people and leave them burning).
7th Jan '17 4:17:56 PM Kadorhal
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* In ''VideoGame/CallOfDuty: World at War'' the flamethrower has poor range but is an instant kill. The thing that sucks about it is the flames seem to move inexplicably slow towards their target allowing the enemy to shoot you a few dozen times before they burn to death.
** In the multiplayer, its effectiveness is similar to a shotgun, killing enemies quickly but not instantly with a slightly better range (once hit by the flamethrower, players are immune to damage from it for 0.2 seconds, allowing a short burst of flame that manages to hit an enemy player entirely to definitely die). The flames take time to reach their target, but it does allow you to back into cover while attacking an enemy. However, it is a perk that requires level 65, the highest level in the game, so most players will never use it for very long before prestiging, and your character model is one with a large tank on their back, leaving subtlety an issue.
** The ExpansionPackon to the original game, ''United Offensive'', features a startlingly useless German flamethrower that barely shows up in the campaign, has next to no ammunition on pickup, no sights, and is a waste of time to pick up. The way it's implemented makes it seem more like the developers forgot to [[DummiedOut dummy it out]] completely

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* In ''VideoGame/CallOfDuty: World at War'' the flamethrower has poor range range, but is an instant kill.kill and only {{overheat|ing}}s rather than having an ammo limit. The thing that sucks about it is the flames seem to move inexplicably slow towards their target allowing the enemy to shoot you a few dozen times before they burn to death.
** In the multiplayer, its effectiveness is similar to a shotgun, killing enemies quickly but not instantly with a slightly better range (once hit by the flamethrower, players are immune to damage from it for 0.2 seconds, allowing a short burst of flame that manages to hit an enemy player entirely to definitely die). The flames take time to reach their target, but it does allow you to back into cover while attacking an enemy. However, it is a perk that requires level 65, is not unlocked until the highest level in the game, so most players will never use it for very long before prestiging, and in return for it being a perk rather than part of your normal two-weapon limit, your character model is one with a large tank on their back, leaving subtlety an issue.
** The ExpansionPackon ExpansionPack to the original game, ''United Offensive'', features a startlingly useless German flamethrower that barely shows up in the campaign, has next to no ammunition on pickup, no sights, and is a waste of time to pick up. The way it's implemented makes it seem more like the developers forgot to [[DummiedOut dummy it out]] completely



* Played mostly straight in ''VideoGame/{{Resistance}}: Fall of Man'': the flamethrower might be ridiculously deadly, but ammo is excessively thin on the ground, the range is short, and in multiplayer it barely scratches humans. Oh, and you have to have already beaten the game once before it appears.
** On the plus side its secondary fire mode creates a cloud of flammable gas allowing you to make choke points and small rooms into burning death traps for large numbers of chimera if you have enough time and at the expense of nearly all the ammo

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* Played mostly straight in ''VideoGame/{{Resistance}}: Fall of Man'': the flamethrower might be ridiculously deadly, but ammo is excessively thin on the ground, the range is short, and in multiplayer it barely scratches humans. Oh, and you have to have already beaten the game once before it appears.
**
appears. On the plus side side, its secondary fire mode creates a cloud of flammable gas gas, allowing you to make choke points and small rooms into burning death traps for large numbers of chimera if you have enough time and at the expense of nearly all the ammoammo.



** In ''VideoGame/{{Wolfenstein 2009}}'' the flamethrower can be quite deadly, however, it has barely any ammo at all, such that you are mostly forced to buy ammo if you use it, so you tend to be better off using an equally deadly weapon (most of them) that doesn't require you to waste money on ammo. Although if you [[PreOrderBonus pre-ordered]] it from [=BestBuy=], you can get it at [[DiskOneNuke the beginning of the game]], making this the only "heavy" weapon you have until you get the [[WaveMotionGun Particle Cannon]].

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** In ''VideoGame/{{Wolfenstein 2009}}'' the 2009 ''VideoGame/{{Wolfenstein|2009}}'' the flamethrower can be quite deadly, however, it has barely any ammo at all, such that you are mostly forced to buy ammo if you use it, so you tend to be better off using an equally deadly weapon (most of them) that doesn't require you to waste money on ammo. Although if you [[PreOrderBonus pre-ordered]] it from [=BestBuy=], you can get it at [[DiskOneNuke the beginning of the game]], making this the only "heavy" weapon you have until you get the [[WaveMotionGun Particle Cannon]].



** In the original game, Nod's flamethrower infantry are very good at killing infantry. Including their own, and themselves; the fire is exceptionally "friendly", the soldiers have no qualms about firing over their friends on the front ranks and when they die the gas tanks explodes in a fireball that damages nearby units. If said nearby units happen to be other flamethrower infantrymen in less than perfect health, killing just one of them can generate a cascade effect that has the potential of wiping out the entire platoon. And they're useless against vehicles. Flamethrower ''tanks'' are usually more effective.

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** In the original game, Nod's flamethrower infantry are very good at killing infantry. Including their own, and themselves; the fire is exceptionally "friendly", the soldiers have no qualms about firing over their shorter-range friends on the front ranks ranks, and when they die the gas tanks explodes explode in a fireball that damages nearby units. If said nearby units happen to be other flamethrower infantrymen in less than perfect health, killing just one of them can generate a cascade effect that has the potential of wiping out the entire platoon. And they're useless against vehicles. Flamethrower ''tanks'' are usually more effective.



* ''VideoGame/ColdFear'' has a flamethrower with quite decent range, is especially effective against humanoid enemies, and has a fair ammo supply. It only falls into this category due to being AwesomeButImpractical -- it's not much better than the good ol' BoomHeadshot against zombies.

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* ''VideoGame/ColdFear'' has a flamethrower with quite decent range, which is especially effective against humanoid enemies, and has a fair ammo supply. It only falls into this category due to being AwesomeButImpractical -- it's not much better than the good ol' BoomHeadshot against zombies.



** ''Resident Evil'' and its UsefulNotes/NintendoGameCube remake have a flamethrower only available to Chris, which he gets instead of the [[DiskOneNuke Grenade Launcher]]. It has only enough fuel for 7 seconds of firing, can never be reloaded, has pitiful range, low damage, and can only be used in the underground caves. Adding insult to injury in the 2002 Remake, if gamers decide to cheat it into their inventory, they'll find it has absolutely ''no effect'' on zombies: not only was it not coded to do any damage but can't even be used to burn their corpses.
** Resident Evil 2 follows suit with the flamethrower that Leon finds. It's even ''worse'' than the one above, since it has even less ammo and is found so late in the game that it is completely outclassed by the other weapons you carry. Again, Leon gets this instead of the Spark Shot that Claire finds which is a LethalJokeItem that sucks against most monsters but absolutely ''slaughters'' the G Virus mutations of [[MadScientist William Birkin]] and the [[ImplacableMan Tyrant T-103]].

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** ''Resident Evil'' ''VideoGame/ResidentEvil1'' and its UsefulNotes/NintendoGameCube remake have a flamethrower only available to Chris, which he gets instead of the [[DiskOneNuke Grenade Launcher]]. It has only enough fuel for 7 seconds of firing, can never be reloaded, has pitiful range, low damage, and can only be used in the underground caves. Adding insult to injury in the 2002 Remake, if gamers decide to cheat it into their inventory, they'll find it has absolutely ''no effect'' on zombies: not only was it not coded to do any damage but can't even be used to burn their corpses.
** Resident Evil 2 ''VideoGame/ResidentEvil2'' follows suit with the flamethrower that Leon finds. It's even ''worse'' than the one above, since it has even less ammo and is found so late in the game that it is completely outclassed by the other weapons you carry. Again, Leon gets this instead of the Spark Shot that Claire finds which is a LethalJokeItem that sucks against most monsters but absolutely ''slaughters'' the G Virus mutations of [[MadScientist William Birkin]] and the [[ImplacableMan Tyrant T-103]].



** In ''VideoGame/GearsOfWar 2'' the flamethrower usually can't kill the wretches before they get to you making it just as effective to melee them. The flamethrower is actually useful against armed enemies because you can accurately fire from cover without crosshairs (just watch where the flames go and adjust your aim accordingly). Unfortunately the level you get the flamethrower on has almost exclusively melee enemies.\\\
That being said, the flamethrower is still useful on that particular level: because it features almost exclusively melee enemies, they ''will'' get burned getting close to you, and considering it would otherwise take more than one punch to kill the wretches, you're doing better than you would be otherwise. Until you get overwhelmed by wretches... In multiplayer, closing to flamethrower range brings you into shotgun range. Bad move. The flamethrower shines, however, in the Co-op Horde mode of ''VideoGame/GearsOfWar 3''; the flamethrower is the best weapon for taking out the super armored Berserker Boss monsters, and is also fairly effective against the Lambent version as well.

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** In ''VideoGame/GearsOfWar ''Gears of War 2'' the flamethrower usually can't kill the wretches before they get to you making it just as effective to melee them. The flamethrower is actually useful against armed enemies because you can accurately fire from cover without crosshairs (just watch where the flames go and adjust your aim accordingly). Unfortunately the level you get the flamethrower on has almost exclusively melee enemies.\\\
That being said, the flamethrower is still useful on that particular level: because it features almost exclusively melee enemies, they ''will'' get burned getting close to you, and considering it would otherwise take more than one punch to kill the wretches, you're doing better than you would be otherwise. Until you get overwhelmed by wretches... In multiplayer, closing to flamethrower range brings you into shotgun range. Bad move. The flamethrower shines, however, in the Co-op Horde mode of ''VideoGame/GearsOfWar ''Gears of War 3''; the flamethrower is the best weapon for taking out the super armored Berserker Boss monsters, and is also fairly effective against the Lambent version as well.



* Averted in ''VideoGame/ArmyMen''. Plastic soldiers and fire don't mix, one tactic is to use a flamethrower to leave a forest burning so that any tan, blue and gray are left as bubbling puddles of plastic should they have been unfortunate enough to hide among the trees.

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* Averted in ''VideoGame/ArmyMen''. Plastic soldiers and fire don't mix, one mix. One tactic is to use a flamethrower to leave a forest burning so that any tan, blue and gray are left as bubbling puddles of plastic should they have been unfortunate enough to hide among the trees.
3rd Jan '17 3:00:01 PM Sar-Chasm
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Considering how, between KillItWithFire and IncendiaryExponent, fire has a habit of being portrayed as undistilled RuleOfCool, flamethrowers in VideoGames have an odd habit of being AwesomeButImpractical at best. This tends to be down to a combination of ConvectionSchmonvection, CriticalExistenceFailure and a variant of ShortRangeShotgun; game [[FireBreathingWeapon flamethrowers]] tend to have a very, VERY short range, a narrow area of effect and do slow damage Bover time with very little disabling effect (or the disabling effect requires enough sustained fire you may as well use an instant-damage weapon), in many cases the effect is very temporary as well and wears off soon after.

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Considering how, between KillItWithFire and IncendiaryExponent, fire has a habit of being portrayed as undistilled RuleOfCool, flamethrowers in VideoGames have an odd habit of being AwesomeButImpractical at best. This tends to be down to a combination of ConvectionSchmonvection, CriticalExistenceFailure and a variant of ShortRangeShotgun; game [[FireBreathingWeapon flamethrowers]] tend to have a very, VERY short range, a narrow area of effect and do slow damage Bover over time with very little disabling effect (or the disabling effect requires enough sustained fire you may as well use an instant-damage weapon), in many cases the effect is very temporary as well and wears off soon after.
31st Dec '16 1:39:13 AM DastardlyDemolition
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* ''VideoGame/Battlefield1'''s flamethrower has good range, unlimited fuel, and stupidly high damage output at close range along with heavy armor to make them immune melee and resistant to small arms fire. Which makes both the [[{{EliteMook}} flametroopers]] in the campaign and the players who pick up the flamethrower kits to be high priority targets, especially with snipers as they can bypass their armor or shoot out their fuel tanks. If used well, players can take out who squads before dying.

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* ''VideoGame/Battlefield1'''s flamethrower has good range, unlimited fuel, and stupidly high damage output at close range along with heavy armor to make them immune melee and resistant to small arms fire. Which makes both the [[{{EliteMook}} flametroopers]] in the campaign and the players who pick up the flamethrower kits to be high priority targets, especially with snipers as they can bypass their armor or shoot out their fuel tanks. If used well, players can take out who whole squads before dying.
30th Dec '16 10:02:23 PM DastardlyDemolition
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Considering how, between KillItWithFire and IncendiaryExponent, fire has a habit of being portrayed as undistilled RuleOfCool, flamethrowers in VideoGames have an odd habit of being AwesomeButImpractical at best. This tends to be down to a combination of ConvectionSchmonvection, CriticalExistenceFailure and a variant of ShortRangeShotgun; game [[FireBreathingWeapon flamethrowers]] tend to have a very, VERY short range, a narrow area of effect and do slow damage over time with very little disabling effect (or the disabling effect requires enough sustained fire you may as well use an instant-damage weapon), in many cases the effect is very temporary as well and wears off soon after.

to:

Considering how, between KillItWithFire and IncendiaryExponent, fire has a habit of being portrayed as undistilled RuleOfCool, flamethrowers in VideoGames have an odd habit of being AwesomeButImpractical at best. This tends to be down to a combination of ConvectionSchmonvection, CriticalExistenceFailure and a variant of ShortRangeShotgun; game [[FireBreathingWeapon flamethrowers]] tend to have a very, VERY short range, a narrow area of effect and do slow damage over Bover time with very little disabling effect (or the disabling effect requires enough sustained fire you may as well use an instant-damage weapon), in many cases the effect is very temporary as well and wears off soon after.



** ''VideoGame/BrutalDoom'' doesn't have a proper flamethrower, but it does have the Mancubus' flame cannon arm, which you can rip off its corpse and use for yourself. Thing is, there aren't many reasons to do that - it's not a ''weak'' weapon, but the projectiles are slow and travel in an arc, and ignited enemies turn into human torches. This is more than a special death animation - they deal damage to anything they run into, be it other monsters or ''you'', and they keep running around in a frenzy for a ''very'' long time (sometimes entire minutes. Depending on the map this can be useful or a huge pain in the ass. And there aren't really that many Mancubi around anyway, and it's difficult to actually remove the cannons from said corpses, so ammo isn't easy to come by - which prevents the sort of general spraying on masses of weaker enemies that a weapon like this would be suited for.

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** ''VideoGame/BrutalDoom'' doesn't have a proper flamethrower, but it does have the Mancubus' flame cannon arm, which you can rip off its corpse and use for yourself. Thing is, there aren't many reasons to do that - it's not a ''weak'' weapon, but the projectiles are slow and travel in an arc, and ignited enemies turn into human torches. This is more than a special death animation - they deal damage to anything they run into, be it other monsters or ''you'', and they keep running around in a frenzy for a ''very'' long time (sometimes entire minutes. Depending on the map this can be useful or a huge pain in the ass. And there aren't really that many Mancubi around anyway, and it's difficult to actually remove the cannons from said corpses, corpses (hint: you have to gib them), so ammo isn't easy to come by - which prevents the sort of general spraying on masses of weaker enemies that a weapon like this would be suited for.for.
*** ''Project Brutality'' has both the Mancubus Flame Cannon and the SecondaryFire of the Heavy Plasma Rifle. The Mancubus Flame Cannon can shoot both flame shots that travel just like how a Mancubus does as well as function as a flamethrower. It also can act as a acid launcher to serve as area denial/trap to lead in foes at the cost of much less range. The Heavy Plasma Rifle's SecondaryFire shoots a short-range burst of plasma that Doomguy spreads by swinging the gun from side to side, useful to clear space in front of you as well as dealing great damage up close.
27th Dec '16 10:36:35 PM DastardlyDemolition
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Added DiffLines:

* ''VideoGame/Battlefield1'''s flamethrower has good range, unlimited fuel, and stupidly high damage output at close range along with heavy armor to make them immune melee and resistant to small arms fire. Which makes both the [[{{EliteMook}} flametroopers]] in the campaign and the players who pick up the flamethrower kits to be high priority targets, especially with snipers as they can bypass their armor or shoot out their fuel tanks. If used well, players can take out who squads before dying.
21st Dec '16 1:25:58 PM Gosicrystal
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* The tabletop game ''TabletopGame/AxisAndAllies Miniatures'' has Flamethrower-equipped units that have very powerful close-ranged attacks (and infantry tends not to have much in the way of medium or long ranged attacks anyway), ignore cover, and can possibly deal a OneHitKill against infantry or vehicles.



* Averted in the Warhammer40000 [=RPGs=] with Flamers. Not only do flamers shoot liquid fire out in a 45-degree cone that can potentially hit over a dozen opponents at once, it requires no skill rolls from the player and ignores all but all-concealing cover. In addition, those who fail to dodge the flame are set on fire, taking damage each turn from then on unless they take the time to put themselves out.

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* The tabletop game ''TabletopGame/AxisAndAllies Miniatures'' has Flamethrower-equipped units that have very powerful close-ranged attacks (and infantry tends not to have much in the way of medium or long ranged attacks anyway), ignore cover, and can possibly deal a OneHitKill against infantry or vehicles.
* Mech-mounted flamers are generally considered to be among the worst weapons in ''TabletopGame/BattleTech''. They have pitiful range and do trivial amounts of damage to armored targets including battle armor infantry, and while they can be used to inflict some extra heat on another 'Mech instead of (i.e., not even ''in addition to'') damaging it, that amount is still (a) pretty small and (b) actually lower than the heat buildup on the firing 'Mech for using the flamer in the first place. Their main saving grace under Total Warfare rules is that they're potentially literally murder on ''conventional'' infantry if they're ever in a position to hit it; in at least some earlier editions they didn't even have that.
* Averted in the Warhammer40000 ''Warhammer40000'' [=RPGs=] with Flamers. Not only do flamers shoot liquid fire out in a 45-degree cone that can potentially hit over a dozen opponents at once, it requires no skill rolls from the player and ignores all but all-concealing cover. In addition, those who fail to dodge the flame are set on fire, taking damage each turn from then on unless they take the time to put themselves out.



* 'Mech-mounted flamers are generally considered to be among the worst weapons in ''TabletopGame/BattleTech''. They have pitiful range and do trivial amounts of damage to armored targets including battle armor infantry, and while they can be used to inflict some extra heat on another 'Mech instead of (i.e., not even ''in addition to'') damaging it, that amount is still (a) pretty small and (b) actually lower than the heat buildup on the firing 'Mech for using the flamer in the first place. Their main saving grace under Total Warfare rules is that they're potentially literally murder on ''conventional'' infantry if they're ever in a position to hit it; in at least some earlier editions they didn't even have that.
18th Dec '16 2:56:46 PM Gosicrystal
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* The flamethrower from ''VideoGame/{{Marathon}}'', humorously named the TOZT (Toasty, later used in ''Halo 3'' as 7057), is one of the best weapons for burning up crowds, and in fact can overheat and destroy most mechanical enemies, however its range is ridiculously low, and if you're up against a shotgunner in multiplayer you only stand a slight chance if you strike first. On the plus side, people who are burned make the most over the top and hilarious scream, and the aliens sound like chickens being kicked.
* The flamethrower in ''VideoGame/KillingFloor'' certainly isn't the worst on this list, but it has its share of downsides. It's custom-tailored for effortlessly chewing through [[NightOfTheLivingMooks the hordes of weak specimens]] in the early stages; masses of Clots, Gorefasts, Stalkers and Crawlers will be nothing but ash before they can even reach you. After the first few stages, though, the enemy waves start to have much more sturdy and intimidating freaks mingling amongst the cannon fodder, and they laugh off anything short of being force-fed a full tank of fuel - pray that one of your [[BoomHeadshot marksman-class]] teammates is nearby and has great aim, or get used to being eaten. Bear in mind that InfernalRetaliation is in full effect. Plus, unless you're a firebug-class, the flamethrower is expensive, very prone to damaging yourself, and you won't be able to afford it until you're most likely better off using something else - and, to add insult to injury, the "Husk" enemies, one of the more dangerous types due to being the only one with a ranged attack, are almost immune to the weapon. If you are a high level firebug, you can spawn with it in the first round, and those first three rounds is where the flamethrower is the most useful. Because there are higher-level weapons that excel at taking out hordes of enemies *or* priority targets, it's a definite case of TierInducedScrappy.
** However, keeping a tougher enemy [[StandardStatusEffects lit up]] for some time (about ten seconds) will cause their skin to burn off entirely and they'll panic, making them unable to use their special attacks.
** The Caulk-and-Burn in ''VideoGame/KillingFloor2'' is kinda pathetic, with bad range and poor ammo efficiency. But then, no one expected it to be amazing, because [[WithThisHerring every Firebug spawns with one for free]] to [[IncrediblyLamePun warm up]] in the first wave, so you can buy better guns later. The flamethrower even returns as the third tier weapon, but has grown quite a bit in usefulness since then.
* In the first ''VideoGame/SoldierOfFortune'' the flamethrower requires some sustained fire before enemies catch alight and are disabled, however, as there's almost no spread and ammo is rare using a direct damage weapon is far more efficient outside of the sadism value (the secondary is pretty powerful, but you may as well take a grenade launcher).
* In ''VideoGame/TeamFortressClassic'' the Pyro flamethrower (and their other fire weapons for that matter) does pathetic damage and is only useful for its view-obscuring effect, making them by far the worst class and a gimmick at best (although their flame-launcher can be okay at times).
* In ''VideoGame/AliensVsPredator2010'' the marine's flamethrower is beyond useless: It makes the xenomorphs angry. Eventually they start crawling. Then they explode in an attack that will instantly kill you, but won't even annoy the other aliens around it. Oh, and when crawling they can grab your leg before exploding. So when you set one on fire, all you're doing is giving it a useful one-hit kill against you. Doesn't help that the flamethrower eats through its ammo in no time, and has all the range of the average loogie.
** The first game of the series will still see you using the flamethrower very little, but it does have one justification for its existence: it's the only weapon that'll reduce the otherwise '''extremely''' dangerous facehuggers to an almost trivial threat.
** In ''[[Franchise/{{Alien}} Alien Trilogy]]'', the Flamethrower is the weakest of the advanced weapons, being only better than the starting Pistol and consuming ammo extremely fast.

to:

[[AC:Action Games]]
* The flamethrower from ''VideoGame/{{Marathon}}'', humorously named the TOZT (Toasty, later used While not useless in ''Halo 3'' as 7057), is one of the best weapons for burning up crowds, and in fact can overheat and destroy most mechanical enemies, however its range is ridiculously low, and if you're up against a shotgunner in multiplayer you only stand a slight chance if you strike first. On the plus side, people who are burned make the most over the top and hilarious scream, and the aliens sound like chickens being kicked.
* The flamethrower in ''VideoGame/KillingFloor'' certainly isn't the worst on this list, but it has its share of downsides. It's custom-tailored for effortlessly chewing through [[NightOfTheLivingMooks the hordes of weak specimens]] in the early stages; masses of Clots, Gorefasts, Stalkers and Crawlers will be nothing but ash before they can even reach you. After the first few stages, though, the enemy waves start to have much more sturdy and intimidating freaks mingling amongst the cannon fodder, and they laugh off anything short of being force-fed a full tank of fuel - pray that one of your [[BoomHeadshot marksman-class]] teammates is nearby and has great aim, or get used to being eaten. Bear in mind that InfernalRetaliation is in full effect. Plus, unless you're a firebug-class,
''VideoGame/BattleTanx'' gameplay, the flamethrower tanks still don't hold a candle to their real life counterparts in any area besides maybe ammo and effectiveness against the Rhino (a tank with a fixed gun and frontal armor that is expensive, nearly-impenetrable by anything else in the game).
* From ''{{VideoGame/Bayonetta 2}}'' the Undine are magical flamethrowers that can be DualWield in the titular character's hands [[ArmedLegs or heels]] with both KillItWithFire and KillItWithIce settings. Generally though, its just a
very prone to damaging yourself, and you won't be able to afford it until you're most likely better off using something else - and, to add insult to injury, average weapon, the "Husk" enemies, one of the more dangerous types due to being ice-setting is really the only one worthwhile option because it can encase enemies in ice, and even then, it can only do so semi-reliably on smaller, weaker enemies. That being said, the leg version can be useful for closing out combos with a ranged attack, are almost immune to the weapon. If you are a high level firebug, you can spawn with it in the first round, and those first three rounds is where the flamethrower is the most useful. Because [[SummonBiggerFish Wicked Weaves]], but there are higher-level weapons that excel at taking out hordes of enemies *or* priority targets, it's a definite case of TierInducedScrappy.
** However, keeping a tougher enemy [[StandardStatusEffects lit up]] for some time (about ten seconds) will cause their skin to burn off entirely and they'll panic, making them unable to use their special attacks.
** The Caulk-and-Burn in ''VideoGame/KillingFloor2'' is kinda pathetic, with bad range and poor ammo efficiency. But then, no one expected it to be amazing, because [[WithThisHerring every Firebug spawns with one for free]] to [[IncrediblyLamePun warm up]]
just better options in the first wave, so you can buy better guns later. The flamethrower even returns as the third tier weapon, but has grown quite a bit in usefulness since then.
game to choose from.
* In the first ''VideoGame/SoldierOfFortune'' {{freeware}} game ''C-Dogs'', by Ronny Wester, the flamethrower requires some sustained fire before enemies catch alight and are disabled, however, as there's almost no spread and ammo Flamer is rare using a direct damage very powerful weapon is far in close quarters, its DPS only surpassed by explosives, {{molotov cocktail}}s, and the Knife.
* Even with the perk that makes flame-based weapons do
more efficient outside of damage, the sadism value (the secondary is pretty powerful, but you may as well take a grenade launcher).
* In ''VideoGame/TeamFortressClassic'' the Pyro
''VideoGame/{{Crimsonland}}'' flamethrower (and their other fire its joke counterpart the [[JokeItem blowtorch]]) is pretty awful.

[[AC:Action Adventure]]
* The ''VideoGame/BlasterMaster'' series has a notoriously bad flame thrower, though depending on who the player is using it may not be that noticeable as most handheld
weapons for that matter) does pathetic damage are pretty weak and short range. It is only useful for its view-obscuring effect, making them by far pretty noticeable in the worst class and a gimmick at best (although their flame-launcher can be okay at times).
tank though, which otherwise has good rounds.
* In ''VideoGame/AliensVsPredator2010'' ''VideoGame/CaveStory'', none of the marine's flamethrower is beyond useless: It makes the xenomorphs angry. Eventually they start crawling. Then they explode in an attack that will instantly kill you, but won't even annoy the other aliens around it. Oh, and when crawling they can grab your leg before exploding. So when you set one on fire, all you're doing is giving it a useful one-hit kill against you. Doesn't help that the flamethrower eats through its ammo in no time, and has weapons are very realistic, least of all the range of Fireball gun. As the average loogie.
** The first
name implies, it shoots literal {{fireballs}} that bounce along the ground. It's something of a zig-zagged trope: in the early game of the series will still see you using the flamethrower very little, but it does have one justification for its existence: it's the only your most damaging weapon that'll reduce for quite a while, but it quickly becomes obsolete once you reach the otherwise '''extremely''' dangerous facehuggers Labyrinth. Where, depending on your actions earlier in the game, it can be combined with one of your other weapons to be able to shoot through walls (the only gun in the game capable of doing so).
* The original version of ''VideoGame/{{Shantae}}: Risky's Revenge'' has the Flamethrower spell. While it quickly deals a lot of damage, it also quickly eats up Shantae's {{Mana}}, making it AwesomeButImpractical. It's more useful in the ''Director's Cut'' when using Magic Mode, since the cut in magic consumption makes it a viable option for quickly killing the game's tougher enemies.

[[AC:Beat 'Em Up]]

* In ''VideoGame/CyborgJustice'', the Flamethrower hand is not the best hand weapon. It has pathetic range, stuns for a very short time and does next to no damage especially compared to the two other projectile weapons, both of which are one hit kill. It's only saving grace is the fact that it starts up faster than ''all'' other hand weapons, allowing you to throw flames at enemies very quickly without stunning them first. If you can combine it with trapping
an almost trivial threat.
**
enemy in a whirlpool trap, it's a safe way of killing without taking too much damage, but it's situational at best.

[[AC:First Person Shooters]]

*
In ''[[Franchise/{{Alien}} Alien Trilogy]]'', the Flamethrower is the weakest of the advanced weapons, being only better than the starting Pistol and consuming ammo extremely fast.



* ''VideoGame/PhantasyStarOnline'' has the Flame Visit and the Burning Visit. On paper, they're fairly strong Ranger weapons of one of the most useful class. However, they lack the trait that makes that class useful (hitting multiple enemies) but retain most of its weaknesses (slow as death firing animation) making them essentially worthless. The upgraded Burning Visit does have a few very, very specific uses, but they're both essentially worthless.
* In ''VideoGame/{{Wolfenstein 2009}}'' the flamethrower can be quite deadly, however, it has barely any ammo at all, such that you are mostly forced to buy ammo if you use it, so you tend to be better off using an equally deadly weapon (most of them) that doesn't require you to waste money on ammo.
** Although if you [[PreOrderBonus pre-ordered]] it from [=BestBuy=], you can get it at [[DiskOneNuke the beginning of the game]], making this the only "heavy" weapon you have until you get the [[WaveMotionGun Particle Cannon]].
** ''VideoGame/ReturnToCastleWolfenstein'' featured a somewhat useful flamethrower; while it was hamstrung by rare ammo and being a typical videogame gas-thrower, its flame was unusually tight before impact and long range for an aerosol weapon, making it somewhat possible to flood through windows and around corners. You also first get it in a close-quarters level with a number of nasty melee enemies, making it ''very'' useful at that time.
** In ''Wolfenstein: Enemy Territory'', the soldier class may opt to start with a flamethrower and full ammo. It is ''okay'' at very short range, but even the basic SMG (that any class may use) is more than a match for it.
** The flamethrower in ''Enemy Territory'' is actually a pretty good weapon indoors or in closed spaces where the person you're trying to kill can't simply take a few steps back.
* ''VideoGame/{{Killzone}} 2's'' flamethrower is more of a NotCompletelyUseless weapon; it plays all the description straight (although the range is okay) and other weapons are mostly a better bet, but the flame from it lingers a little after landing; this is very helpful in a couple of situations where enemies can be easily lured into choke points where laying down a floor of fire creates a nasty trap. Unfortunately due to the game's one-weapon inventory system, arming yourself with ''anything'' situational tends to be a bad idea.
** At the end of the game, the BigBad pulls an "cloak and run" once you get a few shots in, and if played wrong you will run out of ammo, but if you set them on fire then you can see where they will be and you can then use the melee before you are supposed to see them. However the weapon is still completely situational.
* In the early ''VideoGame/ArmoredCore'' games, the flamethrower was generally useless-- the range was little better than that of a LaserBlade, and until Armored Core 2 ([[CapcomSequelStagnation the fourth game in the series]]), the "heat" mechanic didn't exist, meaning that there was no damage over time for overheating an opponent. The later games improved this, but there are still better weapons.
* In ''UFOAlienInvasion'', the Flamethrower can be more effective than conventional ballistic firearms against the aliens, because their armor is less effective against fire damage. Of course, it also has ''much'' less range than most of the firearms.
** ''UFO: Aftermath'' features a flamethrower that does 3900 damage per hit (comparatively, a direct hit from an RPG does 550), but has an effective range of 5 metres and weighs more than a pregnant rhinoceros. The ''advantage'' is that very few enemies are strong against fire, and many are ''weak'', particularly the "transgenant" mutants that make up the bulk of the enemies in the game (and most of which don't have a ranged attack). However the weapon really comes into its own when boarding UFO's, dealing with Aliens armed exclusively with RPG's and no sense of self preservation.
* In ''VideoGame/{{Turok}} 2: Seeds of Evil'' melee enemies didn't die fast enough to avoid being damaged and enemies with guns could shoot you before you closed the distance. It also caused horrendous lag.
* Definitely the case in ''VideoGame/GrandTheftAutoSanAndreas'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'': the tendency for enemies to run directly at you when you light them on fire (leaving you completely helpless and vulnerable), the ridiculously short range meaning you could have killed the enemies with anything else in the game by that point, and that, since its technically classed as a BFG, you can't run and gun with it makes it all but useless.
** In the original overhead 2D games, this was downplayed. While it lacked range, killing enemies with the flamethrower gave substantially more points than with ordinary guns which was useful if you were trying to reach a points threshold to continue to the next chapter and had no missions left to perform.
** By collecting hidden packages in Vice City, you could unlock the Flamethrower at your safehouse. However, a glitch in the original [=PS2=] version would cause it to only spawn with four units of ammo, leaving the pickup almost completely worthless.
* ''Franchise/{{Halo}}'':
** ''VideoGame/{{Halo 3}}'': Powerful but extremely easy to burn yourself with it. Also poor range. It's also only available during levels with the Flood in them... but it's ''also'' one of the best weapons against the Flood, since a short burst can kill most of them. A good player can conserve their ammo for the whole level.
** After being cut from the Xbox release of ''VideoGame/HaloCombatEvolved'', the [=Mac/PC=] port restored it as a multiplayer weapon. It suffers from limited range, but has absurdly high damage, highly contagious burning, and huge amounts of ammo.
* In ''VideoGame/GearsOfWar 2'' the flamethrower usually can't kill the wretches before they get to you making it just as effective to melee them. The flamethrower is actually useful against armed enemies because you can accurately fire from cover without crosshairs (just watch where the flames go and adjust your aim accordingly). Unfortunately the level you get the flamethrower on has almost exclusively melee enemies.
** That being said, the flamethrower is still useful on that particular level: because it features almost exclusively melee enemies, they ''will'' get burned getting close to you, and considering it would otherwise take more than one punch to kill the wretches, you're doing better than you would be otherwise. Until you get overwhelmed by wretches...
** And in multiplayer, closing to flamethrower range brings you into shotgun range. Bad move.
** The flamethrower shines, however, in the Co-op Horde mode of ''VideoGame/GearsOfWar 3''-the flamethrower is the best weapon for taking out the super armored Berserker Boss monsters, and is also fairly effective against the Lambent version as well.

to:

* ''VideoGame/PhantasyStarOnline'' has ''Franchise/AlienVsPredator'':
** In ''VideoGame/AliensVsPredator2010''
the Flame Visit marine's flamethrower is beyond useless: It makes the xenomorphs angry. Eventually they start crawling. Then they explode in an attack that will instantly kill you, but won't even annoy the other aliens around it. Oh, and the Burning Visit. On paper, they're fairly strong Ranger weapons of when crawling they can grab your leg before exploding. So when you set one of the most on fire, all you're doing is giving it a useful class. However, they lack the trait one-hit kill against you. Doesn't help that makes that class useful (hitting multiple enemies) but retain most of its weaknesses (slow as death firing animation) making them essentially worthless. The upgraded Burning Visit does have a few very, very specific uses, but they're both essentially worthless.
* In ''VideoGame/{{Wolfenstein 2009}}''
the flamethrower can be quite deadly, however, it has barely any eats through its ammo at all, such that you are mostly forced to buy ammo if you use it, so you tend to be better off using an equally deadly weapon (most of them) that doesn't require you to waste money on ammo.
** Although if you [[PreOrderBonus pre-ordered]] it from [=BestBuy=], you can get it at [[DiskOneNuke
in no time, and has all the beginning range of the game]], making this average loogie.
** The first game of the series will still see you using the flamethrower very little, but it does have one justification for its existence: it's
the only "heavy" weapon you have until you get that'll reduce the [[WaveMotionGun Particle Cannon]].
otherwise '''extremely''' dangerous facehuggers to an almost trivial threat.
** ''VideoGame/ReturnToCastleWolfenstein'' featured ''Alien Vs. Predator 1999'' has a somewhat flamer not very useful flamethrower; while it was hamstrung by rare ammo and being a typical videogame gas-thrower, its flame was unusually tight before impact and long range for an aerosol weapon, making it somewhat possible against most enemies you face, because when they're on fire Aliens will deal additional proximity damage to flood through windows and around corners. You also first get it in a close-quarters level with a number of nasty melee enemies, making it you (and they are ''very'' useful at that time.
** In ''Wolfenstein: Enemy Territory'',
quick to close the soldier class may opt gap) but there's one reason to start carry it: facehuggers. They're almost invisible, tiny, fast, will kill you just by touching you and are incredibly hard to hit with a flamethrower and full ammo. It is ''okay'' at very short range, but even direct-fire weapons. Enter the basic SMG (that any class may use) is more than flamer: fire off a match for it.
** The flamethrower in ''Enemy Territory'' is actually a pretty good weapon indoors or in closed spaces where
shot at the person you're trying to kill can't simply take a few steps back.
* ''VideoGame/{{Killzone}} 2's'' flamethrower is more of a NotCompletelyUseless weapon; it plays all the description straight (although the range is okay) and other weapons are mostly a better bet, but the flame from it lingers a little after landing; this is very helpful in a couple of situations where enemies can be easily lured into choke points where laying down a
floor in front of fire creates a nasty trap. Unfortunately due to the game's one-weapon inventory system, arming yourself with ''anything'' situational tends to be a bad idea.
** At the end of the game, the BigBad pulls an "cloak and run" once you get a few shots in, and if played wrong you will run out of ammo, but if you set them on fire then you can see where they will be and you can then use the melee before you are supposed to see them. However the weapon is still completely situational.
* In the early ''VideoGame/ArmoredCore'' games, the flamethrower was generally useless-- the range was little better than that of a LaserBlade, and until Armored Core 2 ([[CapcomSequelStagnation the fourth game in the series]]), the "heat" mechanic didn't exist, meaning that there was no damage over time for overheating an opponent. The later games improved this, but there are still better weapons.
* In ''UFOAlienInvasion'', the Flamethrower can be more effective than conventional ballistic firearms against the aliens, because their armor is less effective against fire damage. Of course, it also has ''much'' less range than most of the firearms.
** ''UFO: Aftermath'' features a flamethrower that does 3900 damage per hit (comparatively, a direct hit from an RPG does 550), but has an effective range of 5 metres and weighs more than a pregnant rhinoceros. The ''advantage'' is that very few enemies are strong against fire, and many are ''weak'', particularly the "transgenant" mutants that make up the bulk of the enemies in the game (and most of which don't have a ranged attack). However the weapon really comes into its own when boarding UFO's, dealing with Aliens armed exclusively with RPG's and no sense of self preservation.
* In ''VideoGame/{{Turok}} 2: Seeds of Evil'' melee enemies didn't die fast enough to avoid being damaged and enemies with guns could shoot you before you closed the distance. It also caused horrendous lag.
* Definitely the case in ''VideoGame/GrandTheftAutoSanAndreas'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'': the tendency for enemies to run directly at
you when you light them on fire (leaving you completely helpless and vulnerable), the ridiculously short range meaning you could have killed the enemies with anything else in the game by that point, and that, since its technically classed as a BFG, you can't run and gun with it makes it all but useless.
** In the original overhead 2D games, this was downplayed. While it lacked range, killing enemies with the flamethrower gave substantially more points than with ordinary guns which was useful if you were trying to reach a points threshold to continue to the next chapter and had no missions left to perform.
** By collecting hidden packages in Vice City, you could unlock the Flamethrower at your safehouse. However, a glitch in the original [=PS2=] version would cause it to only spawn with four units of ammo, leaving the pickup almost completely worthless.
* ''Franchise/{{Halo}}'':
** ''VideoGame/{{Halo 3}}'': Powerful but extremely easy to burn yourself with it. Also poor range. It's also only available during levels with the Flood in them... but it's ''also'' one of the best weapons against the Flood, since a short burst can kill most of them. A good player can conserve
hear their ammo for the whole level.
** After being cut from the Xbox release of ''VideoGame/HaloCombatEvolved'', the [=Mac/PC=] port restored it as a multiplayer weapon. It suffers from limited range, but has absurdly high damage, highly contagious burning,
annoying scritching sound and huge amounts of ammo.
* In ''VideoGame/GearsOfWar 2'' the flamethrower usually can't kill the wretches before they get to you making it just as effective to melee them. The flamethrower is actually useful against armed enemies because you can accurately
they'll catch fire from cover without crosshairs (just watch where the flames go instantly, zipping around in pain and adjust your aim accordingly). Unfortunately the level you get the flamethrower on has almost exclusively melee enemies.
** That being said, the flamethrower is still useful on that particular level: because it features almost exclusively melee enemies, they ''will'' get burned getting close
becoming entirely unable to you, attack until their death - and considering it would otherwise take more than one punch to kill the wretches, you're doing better than you would be otherwise. Until you get overwhelmed by wretches...
** And in multiplayer, closing to flamethrower range brings you into shotgun range. Bad move.
** The flamethrower shines, however, in the Co-op Horde mode of ''VideoGame/GearsOfWar 3''-the flamethrower is the best weapon for taking out the super armored Berserker Boss monsters, and is also fairly effective against the Lambent version as well.
therefore, entirely harmless.



** The ExpansionPackon to the original game, ''United Offensive'', features a startlingly useless German flamethrower that barely shows up in the campaign, has next to no ammunition on pickup, no sights, and is a waste of time to pick up. The way it's implemented makes it seem more like the developers forgot to [[DummiedOut dummy it out]] completely.
* The flamethrower in ''VideoGame/MetroidPrime'' is by far the most useless beam combo (all of them but the Super Missile are situational at best, but the Flamethrower just plain sucks). It has a short range, is difficult to aim (as it only emits a narrow stream of flame), uses a huge amount of ammo, and you could just be using the charged Plasma Beam which is far more effective.
** And ''Prime's'' control scheme is partly to blame for its uselessness, since you couldn't aim and move at the same time. ''Trilogy'' fixes this, putting the flamethrower on equal terms with its beam combo brethren (situational but effective).
** The Flamethrower, though, is one of two weapons that is unaffected by the Beam Shields that the Elite and Omega Pirates use (the only other weapon that works are normal Missiles). Because of this, the Flamethrower is ''frighteningly'' effective at destroying the Omega Pirate's Phazon armor plates.
* ''VideoGame/DeadSpace'':
** The flamethrower in the original title is the one weapon considered to be completely useless. The ''one'' practical use it has, that being burning [[MookMaker Pregnants]] so their swarmers die in the flames, is something just as easily avoided with decent aim. Oddly, the flamethrower in ''Dead Space'' is actually one of the few chemical designs that '''could''' work in a vacuum, as [[AllThereInTheManual described in supplemental material]], but [[GameplayAndStorySegregation it doesn't in-game]]. It is intended as a tool for melting ice in the absence of an atmosphere, which might justify its relative weakness as a weapon. That the game does not allow it to function in vacuum is [[TheCoconutEffect something of a gaffe]].
** ''VideoGame/DeadSpace2'' rectified the problem with the flamethrower not working in space, and gave it some much-needed offensive buffs, but it's still a poor alternative to other, much more powerful weapons.
* Downplayed in ''{{Starcraft}}'', where the flamethrower-wielding Firebats are extremely useful, and the Terran's only melee unit: they do as much damage as a Zealot but are less expensive, do line damage, and can use stimpacks, which raises their attack rate to stupidly high. They stop being quite so useful against larger units, since they deal concussive damage--except against Protoss shields, which normalize damage types. Base-rushing with firebats can thus be somewhat effective.
** ''VideoGame/StarCraftII'' is similar with Hellions (and Firebats in the campaign), which completely destroy certain early units and are very fast but tend to not hold up to stronger stuff. The Hellbat, an upgrade to the Hellion, is more useful as it has a much wider area of effect. The reason Firebats are campaign only in II is that the fumes leak into the user's compartment, guaranteeing they go insane after a while, hence their being phased out and replaced with Marauders.
* ''Franchise/ResidentEvil'' has a long, long, ''long'' history of pissing off its fans with crappy flamethrowers:
** ''Resident Evil'' and its UsefulNotes/NintendoGameCube remake have a flamethrower only available to Chris, which he gets instead of the [[DiskOneNuke Grenade Launcher]]. It has only enough fuel for 7 seconds of firing, can never be reloaded, has pitiful range, low damage, and can only be used in the underground caves. Adding insult to injury in the 2002 Remake, if gamers decide to cheat it into their inventory, they'll find it has absolutely ''no effect'' on zombies: not only was it not coded to do any damage but can't even be used to burn their corpses.
** Resident Evil 2 follows suit with the flamethrower that Leon finds. It's even ''worse'' than the one above, since it has even less ammo and is found so late in the game that it is completely outclassed by the other weapons you carry. Again, Leon gets this instead of the Spark Shot that Claire finds which is a LethalJokeItem that sucks against most monsters but absolutely ''slaughters'' the G Virus mutations of [[MadScientist William Birkin]] and the [[ImplacableMan Tyrant T-103]].
*** Likewise, the flamethrower is NotCompletelyUseless for Leon. It's very ineffective against zombies and lickers, but it makes quick work of the Ivy creatures that will otherwise soak up a ton of valuable ammunition from Leon's other guns-- even his Upgraded Magnum, which outclasses the Spark Shot against bosses, anyway.
** To make matters worse, RE and [=RE2=] also feature a grenade launcher (called the Bazooka in the original) which had flame rounds which, while rare, were still more abundant than fuel for the flamethrower. This weapon outclasses the flamethrower in ''every possible aspect''[[note]]Higher range, higher damage output, stopping power, and the weapon can also use other kinds of ammo[[/note]] and is only available to Jill and Claire, the characters who ''don't'' find flamethrowers.
** ''VideoGame/ResidentEvilOutbreak'' has a flame thrower which can be made by David by combining the Insect Spray with the Lighter. Unfortunately you find said items in levels where they are of use, and by making the overall shoddy flamethrower, you lose the ability to kill insect-type enemies in one shot and reach hidden caches of items.
** ''VideoGame/ResidentEvil5'' gives you an actually pretty decent flamethrower which would be an InfinityPlusOneSword. However, you can only use it during one part of the game, against a boss that no other weapon works on, making its damage output a moot point, and doesn't get infinite ammo even if you legitimately unlocked it.
** ''VideoGame/ResidentEvilOperationRaccoonCity'''s flamethrower ''would'' be okay, if you could purchase it, spawn with it, reload it, or customize it. It can only be found within levels, and has a pitifully low (and unreloadable) ammo stock.
** And for one final coffin in the nail, ''VideoGame/ResidentEvil6'' shows off some awesome-looking flamethrowers that seem to have unlimited ammo and are insanely effective at destroying Chrysalid Cocoons. Too bad ''you'' never get to use one; they're only used by soldiers in the background of one stage.
* ''VideoGame/ColdFear'' has a flamethrower with quite decent range, is especially effective against humanoid enemies, and has a fair ammo supply. It only falls into this category due to being AwesomeButImpractical - it's not much better than the good ol' BoomHeadshot against zombies.
* ''VideoGame/{{Nosgoth}}'' has Flamethrowers as an optional ability for the Alchemist. These zig-zag in that while the immediate damage (and over time) is pretty good and the range problem solves itself since Vampires use melee as their primary attack, smart vampires can and will ''outrun'' the flames since said range is also absolutely pitiful.
* Played completely straight in ''VideoGame/{{Warframe}}'' the Ignis used to be moderately useful, but has over time fallen from grace. It is currently the weakest primary weapon in the game from a damage per second standpoint. Its ability to ignore some cover and its large attack area do not in any way make up for its pathetic damage. It was eventually buffed in late 2015, doubling its damage and range, making it decent but underwhelming. Also averted when the enemy {{mook}}s get their hands on one; past level 25, Scorches can and will roast any player not paying attention inside of one second.
* Played mostly straight in ''VideoGame/{{Resistance}}: Fall of Man'': the flamethrower might be ridiculously deadly, but ammo is excessively thin on the ground, the range is short, and in multiplayer it barely scratches humans. Oh, and you have to have already beaten the game once before it appears.
** On the plus side its secondary fire mode creates a cloud of flammable gas allowing you to make choke points and small rooms into burning death traps for large numbers of chimera if you have enough time and at the expense of nearly all the ammo
** ''Resistance 3'' replaced it with the Cyrogun, a short-to-mid range freezing weapon very useful for melee enemies.
* The Gargantua in ''VideoGame/HalfLife1'' possesses two biological flamethrowers in place of hands. The short range works to the player's benefit as you can just avoid it, which is preferable as fire still burns. Remember, though, that Gargantua can and will outrun you, bringing you into flamethrower range.

to:

** The ExpansionPackon to the original game, ''United Offensive'', features a startlingly useless German flamethrower that barely shows up in the campaign, has next to no ammunition on pickup, no sights, and is a waste of time to pick up. The way it's implemented makes it seem more like the developers forgot to [[DummiedOut dummy it out]] completely.
completely
* The ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2]]'''s flamethrower in ''VideoGame/MetroidPrime'' fires silly slow-moving pods of fire rather than a stream. You get exactly three pickups for it, its ammo capacity is by far pathetic, it's inaccurate combined with having splash damage, hard to use, takes forever to burn even the most useless beam combo (all of them but the Super Missile are situational at best, but the Flamethrower just plain sucks). It has a short range, is difficult weakest {{mook}}s to aim (as death (granted, it usually only emits a narrow stream of flame), uses a huge amount of ammo, takes one shot to accomplish this), and you could just be using stronger enemies have an alarming tendency to ignore the charged Plasma Beam which is far more effective.
** And ''Prime's'' control scheme is partly
flames or be totally immune to blame for its uselessness, since you couldn't aim and move at the same time. ''Trilogy'' fixes this, putting the being set on fire.
* ''Videogame/{{Geist}}'''s
flamethrower on equal terms with its beam combo brethren (situational but effective).
** The Flamethrower, though,
unsurprisingly, except it is one of two weapons that is unaffected by the Beam Shields that the Elite and Omega Pirates use (the only other weapon that works are normal Missiles). Because of this, the Flamethrower is ''frighteningly'' effective at destroying the Omega Pirate's Phazon armor plates.
* ''VideoGame/DeadSpace'':
** The flamethrower in the original title is the one weapon considered to be completely useless. The ''one'' practical use it has, that being burning [[MookMaker Pregnants]] so their swarmers die in the flames, is something just as easily avoided with decent aim. Oddly, the flamethrower in ''Dead Space'' is actually one of the few chemical designs that '''could''' work in a vacuum, as [[AllThereInTheManual described in supplemental material]], but [[GameplayAndStorySegregation it doesn't in-game]]. It is intended as a tool for melting ice in the absence of an atmosphere, which might justify its relative weakness as a weapon. That the game does
not allow it to function in vacuum is [[TheCoconutEffect something of a gaffe]].
** ''VideoGame/DeadSpace2'' rectified the problem with the flamethrower not working in space, and gave it some much-needed offensive buffs, but it's still a poor alternative to other, much more powerful weapons.
* Downplayed in ''{{Starcraft}}'', where the flamethrower-wielding Firebats are extremely useful, and the Terran's only melee unit: they do as much damage as a Zealot but are less expensive, do line damage, and can use stimpacks, which raises their attack rate to stupidly high. They stop being quite so useful against larger units, since they deal concussive damage--except against Protoss shields, which normalize damage types. Base-rushing with firebats can thus be somewhat effective.
** ''VideoGame/StarCraftII'' is similar with Hellions (and Firebats in the campaign), which completely destroy certain early units and are very fast but tend to not hold up to stronger stuff. The Hellbat, an upgrade to the Hellion, is more useful as it has a much wider area of effect. The reason Firebats are campaign only in II is that the fumes leak into the user's compartment, guaranteeing they go insane after a while, hence their being phased out and replaced with Marauders.
* ''Franchise/ResidentEvil'' has a long, long, ''long'' history of pissing off its fans with crappy flamethrowers:
** ''Resident Evil'' and its UsefulNotes/NintendoGameCube remake have
truly a flamethrower only available to Chris, which he gets instead of the [[DiskOneNuke Grenade Launcher]]. It has only enough fuel for 7 seconds of firing, can never be reloaded, has pitiful range, low damage, and can only be used in the underground caves. Adding insult to injury in the 2002 Remake, if gamers decide to cheat it into their inventory, they'll find it has absolutely ''no effect'' on zombies: not only was it not coded to do any damage but can't even be used to burn their corpses.
** Resident Evil 2 follows suit with the flamethrower that Leon finds. It's even ''worse'' than the one above, since it has even less ammo and is found so late in the game that it is completely outclassed by the other weapons you carry. Again, Leon gets this instead of the Spark Shot that Claire finds which is a LethalJokeItem that sucks against most monsters but absolutely ''slaughters'' the G Virus mutations of [[MadScientist William Birkin]] and the [[ImplacableMan Tyrant T-103]].
*** Likewise, the flamethrower is NotCompletelyUseless for Leon. It's very ineffective against zombies and lickers, but it makes quick work of the Ivy creatures that will otherwise soak up a ton of valuable ammunition from Leon's other guns-- even his Upgraded Magnum, which outclasses the Spark Shot against bosses, anyway.
** To make matters worse, RE and [=RE2=] also feature a grenade launcher (called the Bazooka in the original) which had flame rounds which, while rare, were still more abundant than fuel for the flamethrower. This weapon outclasses the flamethrower in ''every possible aspect''[[note]]Higher range, higher damage output, stopping power, and the weapon can also use other kinds of ammo[[/note]] and
anyway, is only available to Jill a prototype and Claire, the characters who ''don't'' find flamethrowers.
** ''VideoGame/ResidentEvilOutbreak'' has a flame thrower which can be made by David by combining the Insect Spray with the Lighter. Unfortunately you find said items in levels where they are of use, and by making the overall shoddy flamethrower, you lose the ability to kill insect-type enemies in one shot and reach hidden caches of items.
** ''VideoGame/ResidentEvil5'' gives you an actually pretty decent flamethrower which would be an InfinityPlusOneSword. However, you can only use it during one part of the game, against a boss that no other weapon works on, making its damage output a moot point, and doesn't get infinite ammo even if you legitimately unlocked it.
** ''VideoGame/ResidentEvilOperationRaccoonCity'''s flamethrower ''would'' be okay, if you could purchase it, spawn with it, reload it, or customize it. It can only be found within levels, and has a pitifully low (and unreloadable) ammo stock.
** And for one final coffin in the nail, ''VideoGame/ResidentEvil6'' shows off some awesome-looking flamethrowers that seem to
does have unlimited ammo and are insanely effective at destroying Chrysalid Cocoons. Too bad ''you'' never get to use one; they're only used by soldiers in the background of one stage.
* ''VideoGame/ColdFear'' has
a flamethrower with quite decent range, is especially effective against humanoid enemies, and has a fair ammo supply. It only falls into this category due to being AwesomeButImpractical - it's not much better than the good ol' BoomHeadshot against zombies.
* ''VideoGame/{{Nosgoth}}'' has Flamethrowers as an optional ability for the Alchemist. These zig-zag in that while the immediate damage (and over time) is pretty good and the
long range problem solves itself since Vampires use melee as their primary attack, smart vampires can and will ''outrun'' the flames since said secondary fire. That long range is also absolutely pitiful.
* Played completely straight in ''VideoGame/{{Warframe}}'' the Ignis used to be moderately useful, but has over time fallen from grace. It is currently the weakest primary weapon in the game from a damage per second standpoint. Its ability to ignore some cover and its large attack area do not in any way make up for its pathetic damage. It was eventually buffed in late 2015, doubling its damage and range, making it decent but underwhelming. Also averted when the enemy {{mook}}s get their hands on one; past level 25, Scorches can and will roast any player not paying attention inside of one second.
* Played mostly straight in ''VideoGame/{{Resistance}}: Fall of Man'': the flamethrower might be ridiculously deadly, but ammo is excessively thin on the ground, the range is short, and in multiplayer it barely scratches humans. Oh, and you have to have already beaten the game once before it appears.
** On the plus side its
secondary fire mode creates a cloud of flammable gas allowing you is not unique to make choke points it though and small rooms into burning death traps for large numbers of chimera if you have enough time and at the expense of nearly all the ammo
they insist on calling it a flamethrower, so it belongs here.
* ''VideoGame/HalfLife'':
** ''Resistance 3'' replaced it with the Cyrogun, a short-to-mid range freezing weapon very useful for melee enemies.
*
The Gargantua in ''VideoGame/HalfLife1'' possesses two biological flamethrowers in place of hands. The short range works to the player's benefit as you can just avoid it, which is preferable as fire still burns. Remember, though, that Gargantua can and will outrun you, bringing you into flamethrower range.



* ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2's]]'' flamethrower fires silly slow-moving pods of fire rather than a stream. You get exactly three pickups for it, its ammo capacity is pathetic, it's inaccurate combined with having splash damage, hard to use, takes forever to burn even the weakest {{mook}}s to death (granted, it usually only takes one shot to accomplish this), and stronger enemies have an alarming tendency to ignore the flames or be totally immune to being set on fire.
* The ''VideoGame/RatchetAndClank'' series [[ZigZaggingTrope goes all over the place]] with this.
** The [[VideoGame/RatchetAndClank2002 first R&C]] has your standard Hollywood flamethrower (the Pyrocitor) that has a very short range. It is good at cleaning up large swarms of small enemies in the beginning, but becomes useless in later levels.
** [[VideoGame/RatchetAndClankGoingCommando R&C 2]] introduces the Lava Gun, that ironically acts more like a ''real'' flamethrower (a gun that shoots burning liquid), has a decent range and does good damage. Unfortunately, the devs made the bizarre decision to make it transform to a drastically different meteor shooting machine gun after enough use. Luckily, they bring the gun back in [[VideoGame/RatchetAndClankUpYourArsenal R&C 3]] without that transformation: it now transforms into a Liquid Nitrogen gun. Go figure.
*** The upgraded Lava Gun is practically useless for fighting crowds but when given a [[CameraLockOn Lock-On]] mod, it becomes extremely effective against single targets. Like the final boss, for example.
** In ''VideoGame/RatchetAndClankSizeMatters'', the flamethrower is completely useless. It has a three-foot range, and is pitifully weak.
** It is however, ''beautifully'' averted in [[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]; though it has the physics of an ordinary video game flamethrower, the Pyro Blaster has high damage, a decent range (which you can upgrade) the ammo consumption is quite reasonable, and it evolves into a [[UpToEleven double-barreled helix flamethrower.]]
* ''Franchise/{{Fallout}}'' series:
** In ''VideoGame/Fallout2'', the flamethrower was pretty much a heavy waste of time. Its range is ridiculously short, the ammo is ridiculously heavy, and end-game enemies tend to resist fire. Fun for toasting lower-level random encounters, but that's about it. However, it was much better in Fallout 1 because most of the late enemies don't have any special resistance to fire.
** In ''VideoGame/Fallout3'', this is your regular flamethrower (though it has the downside of potentially igniting anything flammable you get close to while it's equipped). It's quite common enough once you start hitting medium levels and Raiders carry them.
** ''VideoGame/FalloutNewVegas'' made the flamethrower more powerful but less durable. While it can hold its own at short range against even higher level enemies, it's an eminently {{Breakable Weapon|s}} that will require you to lug around either replacements or Weapon Repair Kits if you plan to use it for an entire dungeon.
** In ''VideoGame/Fallout4'' the Flamer is one of the absolute worst weapons in the game- heavy, exceptionally short-ranged (and upgrading its damage actually ''reduces'' its range), and prone to glitching so that it fails to register as having fired even though the firing animation plays. To make matters worse, there's the Plasma-thrower mode for plasma weapons, which turns them into plasma based flamethrowers, only they deal about five times as much damage as the Flamer and have a much greater range. Plus, due to a glitch, the Plasma-thrower is classified as either a pistol or rifle class weapon (depending on whether it's got a pistol or rifle grip), and thus benefits from their damage-boosting perks (which have better secondary bonuses than the weapon perk it's supposed to use).
* The ''VideoGame/BattalionWars'' Flame Vets, while scorching infantry into ashes in mere seconds, can only hope for ScratchDamage at best to any vehicles except an ''immobile'' [[FragileSpeedster Recon]]. They're not going to even touch air or sea units, of course.
* ''VideoGame/RType Final'''s "Principalities" and "Dominions" fighters utilize flamethrowers as both their primary weapons and WaveMotionGun; they're not particularly good ships, being outclassed by others in every conceivable department. They generally reach across the screen, and function in space, but not underwater. Erm...

to:

* ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2's]]'' flamethrower fires silly slow-moving pods of fire rather than a stream. You get exactly three pickups for it, its ammo capacity is pathetic, ''Franchise/{{Halo}}'':
** ''VideoGame/{{Halo 3}}'': Powerful but extremely easy to burn yourself with it. Also poor range. It's also only available during levels with the Flood in them... but
it's inaccurate combined with having splash damage, hard to use, takes forever to burn even ''also'' one of the weakest {{mook}}s to death (granted, it usually only takes one shot to accomplish this), and stronger enemies have an alarming tendency to ignore the flames or be totally immune to being set on fire.
* The ''VideoGame/RatchetAndClank'' series [[ZigZaggingTrope goes all over the place]] with this.
** The [[VideoGame/RatchetAndClank2002 first R&C]] has your standard Hollywood flamethrower (the Pyrocitor) that has a very short range. It is good at cleaning up large swarms of small enemies in the beginning, but becomes useless in later levels.
** [[VideoGame/RatchetAndClankGoingCommando R&C 2]] introduces the Lava Gun, that ironically acts more like a ''real'' flamethrower (a gun that shoots burning liquid), has a decent range and does good damage. Unfortunately, the devs made the bizarre decision to make it transform to a drastically different meteor shooting machine gun after enough use. Luckily, they bring the gun back in [[VideoGame/RatchetAndClankUpYourArsenal R&C 3]] without that transformation: it now transforms into a Liquid Nitrogen gun. Go figure.
*** The upgraded Lava Gun is practically useless for fighting crowds but when given a [[CameraLockOn Lock-On]] mod, it becomes extremely effective
best weapons against single targets. Like the final boss, Flood, since a short burst can kill most of them. A good player can conserve their ammo for example.
** In ''VideoGame/RatchetAndClankSizeMatters'',
the flamethrower is completely useless. whole level.
** After being cut from the Xbox release of ''VideoGame/HaloCombatEvolved'', the [=Mac/PC=] port restored it as a multiplayer weapon.
It has a three-foot suffers from limited range, and is pitifully weak.
** It is however, ''beautifully'' averted in [[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]; though it
but has the physics of an ordinary video game flamethrower, the Pyro Blaster has absurdly high damage, a decent range (which you can upgrade) the ammo consumption is quite reasonable, highly contagious burning, and it evolves into a [[UpToEleven double-barreled helix flamethrower.]]
* ''Franchise/{{Fallout}}'' series:
** In ''VideoGame/Fallout2'', the flamethrower was pretty much a heavy waste
huge amounts of time. Its range is ridiculously short, the ammo is ridiculously heavy, and end-game enemies tend to resist fire. Fun for toasting lower-level random encounters, but that's about it. However, it was much better in Fallout 1 because most of the late enemies don't have any special resistance to fire.
** In ''VideoGame/Fallout3'', this is your regular flamethrower (though it has the downside of potentially igniting anything flammable you get close to while it's equipped). It's quite common enough once you start hitting medium levels and Raiders carry them.
** ''VideoGame/FalloutNewVegas'' made the flamethrower more powerful but less durable. While it can hold its own at short range against even higher level enemies, it's an eminently {{Breakable Weapon|s}} that will require you to lug around either replacements or Weapon Repair Kits if you plan to use it for an entire dungeon.
** In ''VideoGame/Fallout4'' the Flamer is one of the absolute worst weapons in the game- heavy, exceptionally short-ranged (and upgrading its damage actually ''reduces'' its range), and prone to glitching so that it fails to register as having fired even though the firing animation plays. To make matters worse, there's the Plasma-thrower mode for plasma weapons, which turns them into plasma based flamethrowers, only they deal about five times as much damage as the Flamer and have a much greater range. Plus, due to a glitch, the Plasma-thrower is classified as either a pistol or rifle class weapon (depending on whether it's got a pistol or rifle grip), and thus benefits from their damage-boosting perks (which have better secondary bonuses than the weapon perk it's supposed to use).
* The ''VideoGame/BattalionWars'' Flame Vets, while scorching infantry into ashes in mere seconds, can only hope for ScratchDamage at best to any vehicles except an ''immobile'' [[FragileSpeedster Recon]]. They're not going to even touch air or sea units, of course.
* ''VideoGame/RType Final'''s "Principalities" and "Dominions" fighters utilize flamethrowers as both their primary weapons and WaveMotionGun; they're not particularly good ships, being outclassed by others in every conceivable department. They generally reach across the screen, and function in space, but not underwater. Erm...
ammo.



* The ''Heli Attack'' series ties a flamethrower's damage inversely to the distance from whatever it's targeting. If the enemy's at a reasonable distance, it does the worst damage of any weapon in the game. If you're really close, it can kill someone in less than a second, but by then they've probably shot you at least once, and it's a series where avoiding bullets is a ''really good idea''.
* Flamethrowers in the ''VideoGame/NavalOps'' series suffer from very short range and very low damage. While they can set enemy ships on fire more easily than other weapons, it's better to go for the outright kill.
** It can actually bestow negative effects on the ship, and things become very difficult if your ship catches on fire (damage over time and destruction of all ammo reserves).
* In the original ''VideoGame/CommandAndConquer'', Nod's flamethrower infantry are very good at killing infantry. Including their own, and themselves; the fire is exceptionally "friendly", the soldiers have no qualms about firing over their friends on the front ranks and when they die the gas tanks explodes in a fireball that damages nearby units. If said nearby units happen to be other flamethrower infantrymen in less than perfect health, killing just one of them can generate a cascade effect that has the potential of wiping out the entire platoon. And they're useless against vehicles. Flamethrower ''tanks'' are usually more effective.
** Flamethrowers return in ''VideoGame/CommandAndConquerRedAlert'' with fireballs, and are remarkably more effective at their jobs, if still heavy on the friendly-fire. However, the cheaper and faster Grenadiers (whose grenades are incendiary in this game) serve much the same purpose, and Flamethrowers inexplicably cannot be built until you've constructed a Tech Center and rendered the poor fellow completely obsolete.
* Even with the perk that makes flame-based weapons do more damage, the ''VideoGame/{{Crimsonland}}'' flamethrower (and its joke counterpart the [[JokeItem blowtorch]]) is pretty awful.
* In ''VideoGame/CyborgJustice'', the Flamethrower hand is not the best hand weapon. It has pathetic range, stuns for a very short time and does next to no damage especially compared to the two other projectile weapons, both of which are one hit kill. It's only saving grace is the fact that it starts up faster than ''all'' other hand weapons, allowing you to throw flames at enemies very quickly without stunning them first. If you can combine it with trapping an enemy in a whirlpool trap, it's a safe way of killing without taking too much damage, but it's situational at best.
* The Flamethrower in ''VideoGame/JetForceGemini'' is a classic example of this trope. It performs more like a very large blowtorch. It has a ridiculously short range, ammo for it is rare, it runs out of ammo incredibly quickly, and enemies who run around wildly while aflame can damage you. The only upside is that it actually deals quite a bit of damage.
* The ion blaze rifle in ''VideoGame/GunBros'' smokes enough to conceal incoming enemy fire, which means you get blasted more because you can't see it and therefore won't dodge it. It's also hard to aim and quite inaccurate.
* Zigzags in the ''VideoGame/TimeSplitters'' series, where catching on fire does serious DOT, can be caused by the smallest spark (including another burning player) and is very hard to extinguish (although this makes it less useful in story mode, where being set on fire is likely to be a death sentence). The flamethrower is tremendously deadly, but has a ridiculously tiny range. So tiny in fact, that it's a miracle if anyone you set on fire doesn't run into you, spreading the flame and almost certainly killing you too.

to:

* The ''Heli Attack'' series ties a flamethrower's damage inversely to the distance from whatever it's targeting. If the enemy's at a reasonable distance, it does the worst damage of any weapon in the game. If you're really close, it can kill someone in less than a second, but by then they've probably shot you at least once, and it's a series where avoiding bullets is a ''really good idea''.
* Flamethrowers in the ''VideoGame/NavalOps'' series suffer from very short range and very low damage. While they can set enemy ships on fire more easily than other weapons, it's better to go for the outright kill.
** It can actually bestow negative effects on the ship, and things become very difficult if your ship catches on fire (damage over time and destruction of all ammo reserves).
* In the original ''VideoGame/CommandAndConquer'', Nod's
flamethrower infantry are very good at killing infantry. Including their own, in ''VideoGame/KillingFloor'' certainly isn't the worst on this list, but it has its share of downsides. It's custom-tailored for effortlessly chewing through [[NightOfTheLivingMooks the hordes of weak specimens]] in the early stages; masses of Clots, Gorefasts, Stalkers and themselves; Crawlers will be nothing but ash before they can even reach you. After the fire is exceptionally "friendly", first few stages, though, the soldiers enemy waves start to have no qualms about firing over their friends on much more sturdy and intimidating freaks mingling amongst the front ranks cannon fodder, and when they die the gas tanks explodes in laugh off anything short of being force-fed a fireball full tank of fuel - pray that damages one of your [[BoomHeadshot marksman-class]] teammates is nearby units. If said nearby units happen and has great aim, or get used to be other being eaten. Bear in mind that InfernalRetaliation is in full effect. Plus, unless you're a firebug-class, the flamethrower infantrymen in less than perfect health, killing just is expensive, very prone to damaging yourself, and you won't be able to afford it until you're most likely better off using something else - and, to add insult to injury, the "Husk" enemies, one of them the more dangerous types due to being the only one with a ranged attack, are almost immune to the weapon. If you are a high level firebug, you can generate a cascade effect spawn with it in the first round, and those first three rounds is where the flamethrower is the most useful. Because there are higher-level weapons that has the potential of wiping excel at taking out the entire platoon. And they're useless against vehicles. Flamethrower ''tanks'' are usually more effective.
hordes of enemies or priority targets, it's a definite case of TierInducedScrappy.
** Flamethrowers return in ''VideoGame/CommandAndConquerRedAlert'' with fireballs, and are remarkably more effective at their jobs, if still heavy on the friendly-fire. However, keeping a tougher enemy [[StandardStatusEffects lit up]] for some time (about ten seconds) will cause their skin to burn off entirely and they'll panic, making them unable to use their special attacks.
** The Caulk-and-Burn in ''VideoGame/KillingFloor2'' is kinda pathetic, with bad range and poor ammo efficiency. But then, no one expected it to be amazing, because [[WithThisHerring every Firebug spawns with one for free]] to [[IncrediblyLamePun warm up]] in
the cheaper first wave, so you can buy better guns later. The flamethrower even returns as the third tier weapon, but has grown quite a bit in usefulness since then.
* ''VideoGame/{{Killzone}} 2'':
** The flamethrower is more of a NotCompletelyUseless weapon; it plays all the description straight (although the range is okay)
and faster Grenadiers (whose grenades other weapons are incendiary in mostly a better bet, but the flame from it lingers a little after landing; this game) serve much is very helpful in a couple of situations where enemies can be easily lured into choke points where laying down a floor of fire creates a nasty trap. Unfortunately due to the same purpose, game's one-weapon inventory system, arming yourself with ''anything'' situational tends to be a bad idea.
** At the end of the game, the BigBad pulls an "cloak
and Flamethrowers inexplicably cannot be built until you've constructed run" once you get a Tech Center few shots in, and rendered if played wrong you will run out of ammo, but if you set them on fire then you can see where they will be and you can then use the poor fellow melee before you are supposed to see them. However the weapon is still completely obsolete.
situational.
* Even ''VideoGame/KingpinLifeOfCrime'' had one of the best-looking flamethrowers in it's day (1999). It was fairly impractical to use, however, because while it set enemies on fire with one hit, the flames themselves (and the burning) dealt very little damage. It is mostly used for putting something on fire and then switching to something else for extra damage.
* The flamethrower from ''VideoGame/{{Marathon}}'', humorously named the TOZT (Toasty, later used in ''Halo 3'' as 7057), is one of the best weapons for burning up crowds, and in fact can overheat and destroy most mechanical enemies, however its range is ridiculously low, and if you're up against a shotgunner in multiplayer you only stand a slight chance if you strike first. On the plus side, people who are burned make the most over the top and hilarious scream, and the aliens sound like chickens being kicked.
* Played mostly straight in ''VideoGame/{{Resistance}}: Fall of Man'': the flamethrower might be ridiculously deadly, but ammo is excessively thin on the ground, the range is short, and in multiplayer it barely scratches humans. Oh, and you have to have already beaten the game once before it appears.
** On the plus side its secondary fire mode creates a cloud of flammable gas allowing you to make choke points and small rooms into burning death traps for large numbers of chimera if you have enough time and at the expense of nearly all the ammo
** ''Resistance 3'' replaced it
with the perk Cyrogun, a short-to-mid range freezing weapon very useful for melee enemies.
* In the remake/prequel of ''VideoGame/{{Shadow Warrior|2013}}'', the flamethrower is a situationally useful weapon despite its short (even when upgraded) range: it can ignite and mark invisible enemies, the flames wrap around shields and armor to reach vulnerable spots, and if you seriously expend ammo it can hold a corridor against an enraged swarm better than a gun. The catch is
that makes flame-based weapons do if you're close enough to use it, there's almost guaranteed to be something more damage, useful you can be doing with your sword (your starting weapon), it does too little damage to make hit-and-run against the ''VideoGame/{{Crimsonland}}'' strongest enemies practical, and the nastiest fights tend to be at long range.
* In the first ''VideoGame/SoldierOfFortune'' the flamethrower requires some sustained fire before enemies catch alight and are disabled, however, as there's almost no spread and ammo is rare using a direct damage weapon is far more efficient outside of the sadism value (the secondary is pretty powerful, but you may as well take a grenade launcher).
* In ''VideoGame/TeamFortressClassic'' the Pyro
flamethrower (and its joke counterpart the [[JokeItem blowtorch]]) is pretty awful.
* In ''VideoGame/CyborgJustice'', the Flamethrower hand is not the best hand weapon. It has
their other fire weapons for that matter) does pathetic range, stuns for a very short time and does next to no damage especially compared to the two other projectile weapons, both of which are one hit kill. It's and is only saving grace is the fact that it starts up faster than ''all'' other hand weapons, allowing you to throw flames at enemies very quickly without stunning useful for its view-obscuring effect, making them first. If you by far the worst class and a gimmick at best (although their flame-launcher can combine it with trapping be okay at times).
* ''VideoGame/TimeCrisis: Crisis Zone'' has a flamethrower as
an enemy unlockable weapon in a whirlpool trap, the [=PS2=] port. However, it's a safe way craptastic weapon with abysmal damage and pitiful ammo count. Oh, and the rate of killing without taking too much damage, but it's situational at best.
fire isn't that great, and sometimes the flames bypass the enemies, leaving you vulnerable.
* The Flamethrower in ''VideoGame/JetForceGemini'' is ''VideoGame/TimeShift'' zigzags a classic example of little on this trope. with the Hellfire. It performs more like either operates as a very large blowtorch. It has a ridiculously short normal video game thrower --short range, ammo for although it is rare, it runs out of ammo incredibly quickly, and sets enemies who run around wildly while aflame can damage you. The only upside is that on fire-- or it actually deals quite a bit of damage.
* The ion blaze rifle in ''VideoGame/GunBros'' smokes enough to conceal incoming enemy fire,
shoots flaming bullets which means you get blasted more because you can't see it and therefore won't dodge it. It's also hard to aim and quite inaccurate.
set enemies on fire. Its one of the better weapons, even including the exploding crossbow thing.
* Zigzags Zig-zags in the ''VideoGame/TimeSplitters'' series, where catching on fire does serious DOT, can be caused by the smallest spark (including another burning player) and is very hard to extinguish (although this makes it less useful in story mode, where being set on fire is likely to be a death sentence). The flamethrower is tremendously deadly, but has a ridiculously tiny range. So tiny in fact, that it's a miracle if anyone you set on fire doesn't run into you, spreading the flame and almost certainly killing you too.



* ''VideoGame/DiabloII'' has the Inferno spell which is a flamethrower, complete with short range at low spell levels, low area coverage at all spell levels, no persistent damage, slow-moving flames and it takes a long time to cast ''and'' roots you to the spot while you channel and stops when you get hit. Between its weak damage and the danger factor of planting yourself in front of the onrushing enemies that will proceed to stunlock you, this is the worst sorceress spell in the game. The expansion provided the new druid class with an ''Ice'' thrower which was useful for no other reason than the very long chill length, providing some much-needed crowd control until players figured out that there's a passive area effect chill spell in the druid's arsenal and most enemies you want to chill are immune to it anyway.
** There is a very cheap [[SocketedEquipment runeword]] that averted this by giving a massive bonus to all fire spells, and to the Inferno spell in particular; like most spells, it could become much more effective as you pumped its effective level up beyond 20, making it a cheap and effective tool that could be acquired [[DiscOneNuke by the end of Act 1]] and remained useful until [[DifficultySpike everything becomes immune to fire]].
** The first ''VideoGame/{{Diablo}}'' also contained Inferno and it was even ''worse''. At least you didn't have to channel it, but it was a very slow moving flame that crept along the ground, had a very short range, almost always missed if cast at an angle due to the game being grid-based and its only benefit was that it could hit multiple targets if they were right in your grill. You would [[RandomlyDrops probably]] get a book of this spell at about the point where the first Lightning Bolt staves started to show up, which had the same line damage effect, unlimited range, a much wider area of effect and did about five times as much damage.

to:

* ''VideoGame/DiabloII'' has the Inferno spell which is a flamethrower, complete with short range at low spell levels, low area coverage at all spell levels, no persistent damage, slow-moving flames and it takes a long time to cast ''and'' roots you to the spot while you channel and stops when you get hit. Between its weak damage and the danger factor In ''VideoGame/{{Turok}} 2: Seeds of planting yourself in front of the onrushing Evil'' melee enemies that will proceed to stunlock you, this is the worst sorceress spell in the game. The expansion provided the new druid class with an ''Ice'' thrower which was useful for no other reason than the very long chill length, providing some much-needed crowd control until players figured out that there's a passive area effect chill spell in the druid's arsenal and most enemies you want to chill are immune to it anyway.
** There is a very cheap [[SocketedEquipment runeword]] that averted this by giving a massive bonus to all fire spells, and to the Inferno spell in particular; like most spells, it could become much more effective as you pumped its effective level up beyond 20, making it a cheap and effective tool that could be acquired [[DiscOneNuke by the end of Act 1]] and remained useful until [[DifficultySpike everything becomes immune to fire]].
** The first ''VideoGame/{{Diablo}}'' also contained Inferno and it was even ''worse''. At least you
didn't die fast enough to avoid being damaged and enemies with guns could shoot you before you closed the distance. It also caused horrendous lag.
* ''VideoGame/{{Wolfenstein}}'':
** In ''VideoGame/{{Wolfenstein 2009}}'' the flamethrower can be quite deadly, however, it has barely any ammo at all, such that you are mostly forced to buy ammo if you use it, so you tend to be better off using an equally deadly weapon (most of them) that doesn't require you to waste money on ammo. Although if you [[PreOrderBonus pre-ordered]] it from [=BestBuy=], you can get it at [[DiskOneNuke the beginning of the game]], making this the only "heavy" weapon you
have to channel it, but until you get the [[WaveMotionGun Particle Cannon]].
** ''VideoGame/ReturnToCastleWolfenstein'' featured a somewhat useful flamethrower; while
it was hamstrung by rare ammo and being a very slow moving typical videogame gas-thrower, its flame was unusually tight before impact and long range for an aerosol weapon, making it somewhat possible to flood through windows and around corners. You also first get it in a close-quarters level with a number of nasty melee enemies, making it ''very'' useful at that crept along time.
** In ''Wolfenstein: Enemy Territory'',
the ground, had soldier class may opt to start with a flamethrower and full ammo. It is ''okay'' at very short range, almost always missed if cast at an angle due to but even the game being grid-based and its basic SMG (that any class may use) is more than a match for it. The only benefit was that time it could hit multiple targets if they were right proves to be useful is indoors or in your grill. You would [[RandomlyDrops probably]] get a book of this spell at about the point closed spaces where the first Lightning Bolt staves started person you're trying to show up, kill can't simply take a few steps back.

[[AC:MMORPG]]

* ''VideoGame/PhantasyStarOnline'' has the Flame Visit and the Burning Visit. On paper, they're fairly strong Ranger weapons of one of the most useful class. However, they lack the trait that makes that class useful (hitting multiple enemies) but retain most of its weaknesses (slow as death firing animation) making them essentially worthless. The upgraded Burning Visit does have a few very, very specific uses, but they're both essentially worthless.

[[AC:Platform Games]]

* In ''VideoGame/AlienSoldier''. Flame Force is DifficultButAwesome; it has very short range and doesn't work against mechanical enemies or underwater, but it does such absurd amounts of damage to organic enemies that it's considered pretty much mandatory for Speedruns and similar.
* ''Franchise/MegaMan'':
** The Fire Wave of ''VideoGame/MegaManX1'' is generally considered to be that game's worst weapon. Low damage, a range of approximately two character widths, and does not work at all underwater. Oh yeah, and it "fires" while you are charging it, meaning you'll lose a chunk of your weapons energy whenever you attempt a charged shot[[note]](You can sidestep this if you charge up a different weapon, and then use the shoulder buttons to scroll over to Fire Wave)[[/note]]. Its saving grace is that it does damage for every frame it contacts the enemy, meaning a quick tap does many hits and a few taps will kill most things short of a miniboss for almost no weapon energy. Plus it can destroy some obstacles that can otherwise only be destroyed with a punch from the ride armors. Unfortunately, the Storm Tornado ALSO does damage on a per-frame basis, and [[OvershadowedByAwesome is a much larger weapon that travels the full length of the screen, AND has a surprisingly large amount of ammo]] (plus the game is relatively generous with ammo drops). The Fire Wave does have a few situational uses; because it can continuously fire as long as it has ammo, it's a good way to take out enemies while falling, or climbing walls, where it is otherwise hard to aim properly.
** Have fun using Wave Burner in ''VideoGame/MegaManAndBass''.
** Averted in ''VideoGame/MegaMan8BitDeathmatch''. Flame Sword, for example, can one-shot at point blank. Take that beast to Deathmatch and ninja kill EVERYONE.
** Flame Blast tries to follow the idea of flamethrowers firing an arcing stream of fire, but all it really does is fire a single flaming blob that travels a short distance before falling to the ground,
which had bursts into a small (one Megaman-height) short-lived column of fire on the floor or wall. If it hits an enemy before it reaches a terrain object, it simply damages the target. Against bosses specifically weak to it, it can be handy, but it's an underwhelming weapon otherwise.
** Flame Shower (from the rare Wonderswan ''Rockman and Forte'' game) is an extremely short ranged flamethrower like Fire Wave, being about as wide as Mega Man himself. Contrary to what you may expect from the name, it also fires ''upward'' when released. It's also the weakest of the special weapons available in that game.

[[AC:Racing Games]]

* ''VideoGame/{{Wipeout}} Fusion'' has a flamethrower weapon. Not only does it feel out of place for a game about anti-gravity rocketships racing on various planets and mounting such weapons as instant kill laser beams, particle cannons and artificial black holes, it works as well as you would expect, which is to say not at all. Staying directly behind an enemy at 1000 kph is impractical, said opponent is likely to pack mines and send you careening into the wall with half of your shields gone, and its damage output is very low unless the opponent is a sitting duck due to a gravity magnet (in which case [[WhyDontYouJustShootHim why don't you just overtake him?]]). Worse, it is an unlockable weapon and you cannot ''avoid'' unlocking it once you have completed a few races, after which you will start seeing it with [[PowerupLetdown annoying frequency]], usually when you are in second place on the final stretch and all you wanted was a basic missile.

[[AC:Real Time Strategy]]

* The ''VideoGame/BattalionWars'' Flame Vets, while scorching infantry into ashes in mere seconds, can only hope for ScratchDamage at best to any vehicles except an ''immobile'' [[FragileSpeedster Recon]]. They're not going to even touch air or sea units, of course.
* ''VideoGame/CommandAndConquer'':
** In the original game, Nod's flamethrower infantry are very good at killing infantry. Including their own, and themselves; the fire is exceptionally "friendly", the soldiers have no qualms about firing over their friends on the front ranks and when they die the gas tanks explodes in a fireball that damages nearby units. If said nearby units happen to be other flamethrower infantrymen in less than perfect health, killing just one of them can generate a cascade effect that has the potential of wiping out the entire platoon. And they're useless against vehicles. Flamethrower ''tanks'' are usually more effective.
** Flamethrowers return in ''VideoGame/CommandAndConquerRedAlert'' with fireballs, and are remarkably more effective at their jobs, if still heavy on the friendly-fire. However, the cheaper and faster Grenadiers (whose grenades are incendiary in this game) serve much
the same line purpose, and Flamethrowers inexplicably cannot be built until you've constructed a Tech Center and rendered the poor fellow completely obsolete.
* ''VideoGame/CompanyOfHeroes'' features pretty nice flamethrowers as the first heavy weapon available for the Wehrmacht and the Americans, as well as the Crocodile flame tanks. Although they are unrealistically ineffective against vehicles (probably due to balance reasons associated with ShortRangeLongRangeWeapon), they are nicely effective against infantry in cover and garrisoned infantry. This especially came into play with many of the stronger infantry units having a unit type that caused them to take extra
damage effect, unlimited range, from flames, putting it in a much wider area of effect similar place to Battalion Wars.
** In the second game, they are effective against light vehicles
and did about five times utterly murder infantry - only heavy machine guns and artillery have comparable killing power. However, opentopped vehicles don't take nearly enough damage and die from loss of health rather than crew death or a fuel explosion. Heavy vehicles are still largely immune - while being unable to burn through the armor is realistic, not triggering critical effects is not.
** In the winter maps, flamethrowers are amazing, though. Useing the attack ground or flamethrower sweep buttons to attack a target on ice results in an instant kill on ANYTHING if it was where you clicked
as much damage.it falls through the ice.



* In ''VideoGame/SilentHill3'', where a flamethrower can be found in a NewGamePlus. It has infinite ammo and does good damage, but sadly has difficulty stunning enemies and only decent range. It's not a ''bad'' weapon, but an average NewGamePlus player will have the Infinite Submachine Gun as well, which is just so, so much better in every way.
* In ''StarWars: ShadowsOfTheEmpire'', Dash Rendar's blaster could somehow switch from a blaster to a flamethrower by using the pickups found almost everywhere. As expected, the range is weak, but since most of the on-foot missions involve close spaces and your long range enemies are usually [[ImperialStormtrooperMarksmanshipAcademy Stormtroopers]], it becomes quite effective in short puffs.
** Due to the way the damage calculations worked, a single puff of flame dealt the same damage as a continuous stream. meaning even the AT-ST and the Gladiator Droid could be easily defeated by just standing behind them, emitting a puff, and waiting for the enemy health indicator to fade before doing it again. Once the Gladiator Droid goes to its alternate forms, though...
* In ''VideoGame/CaveStory'', none of the weapons are very realistic, least of all the Fireball gun. As the name implies, it shoots literal {{fireballs}} that bounce along the ground. It's something of a zig-zagged trope: in the early game it's your most damaging weapon for quite a while, but it quickly becomes obsolete once you reach the Labyrinth.
** Where, depending on your actions earlier in the game, it can be combined with one of your other weapons to be able to shoot through walls (the only gun in the game capable of doing so).

to:

* In ''VideoGame/SilentHill3'', ''Franchise/StarCraft'':
** Downplayed in ''VideoGame/StarCraftI'',
where a flamethrower can be found in a NewGamePlus. It has infinite ammo the flamethrower-wielding Firebats are extremely useful, and does good damage, but sadly has difficulty stunning enemies and the Terran's only decent range. It's not a ''bad'' weapon, but an average NewGamePlus player will have the Infinite Submachine Gun melee unit: they do as well, which is just so, so much better in every way.
* In ''StarWars: ShadowsOfTheEmpire'', Dash Rendar's blaster could somehow switch from a blaster to a flamethrower by using the pickups found almost everywhere. As expected, the range is weak, but since most of the on-foot missions involve close spaces and your long range enemies are usually [[ImperialStormtrooperMarksmanshipAcademy Stormtroopers]], it becomes quite effective in short puffs.
** Due to the way the damage calculations worked, a single puff of flame dealt the same
damage as a continuous stream. meaning even Zealot but are less expensive, do line damage, and can use stimpacks, which raises their attack rate to stupidly high. They stop being quite so useful against larger units, since they deal concussive damage--except against Protoss shields, which normalize damage types. Base-rushing with firebats can thus be somewhat effective.
** ''VideoGame/StarCraftII'' has this with Hellions (and Firebats in
the AT-ST campaign), which completely destroy certain early units and the Gladiator Droid could be easily defeated by just standing behind them, emitting a puff, and waiting for the enemy health indicator to fade before doing it again. Once the Gladiator Droid goes to its alternate forms, though...
* In ''VideoGame/CaveStory'', none of the weapons
are very realistic, least of all fast but tend to not hold up to stronger stuff. The Hellbat, an upgrade to the Fireball gun. As the name implies, Hellion, is more useful as it shoots literal {{fireballs}} has a much wider area of effect. The reason Firebats are campaign only in II is that bounce along the ground. It's something of a zig-zagged trope: in fumes leak into the early game it's your most damaging weapon for quite user's compartment, guaranteeing they go insane after a while, but it quickly becomes obsolete once you reach the Labyrinth.
** Where, depending on your actions earlier in the game, it can be combined
hence their being phased out and replaced with one of your other weapons to be able to shoot through walls (the only gun in the game capable of doing so).Marauders.

[[AC:[=RPGs=]]]



* ''VideoGame/TimeShift'' zigzags a little on this with the Hellfire. It either operates as a normal video game thrower--short range, although it sets enemies on fire--or it shoots flaming bullets which also set enemies on fire. Its one of the better weapons, even including the exploding crossbow thing.
* Thumper's signature weapon in ''VideoGame/TwistedMetal 2'' is a flamethrower, and the strongest special in the game. Even the final boss takes huge amounts of damage from it... if you want to get into melee range of a giant ice cream monster truck that takes off 2/3 of your health just by running you over. Better keep a lot of energy handy for freeze missiles.
** It got worse in ''VideoGame/TwistedMetal 3'' and ''4'' where the developers decided to give the weapon to a very fast, but very fragile character, because this is exactly the kind of vehicle you want to carry a short ranged damage over time weapon, right? The flamer was dumped for ''Black'', although there is a boss that uses a turret-mounted one at close range. Then for ''Head-On'' we're back to the Thumper incarnation.
** ''VideoGame/RogueTrip'', a ''Twisted Metal'' clone by the same developers, features its own failthrower. It is a pick-up weapon that deals little damage, forces you to keep the fire button down (so you cannot launch other weapons) while still having a maximum duration and its range is minimal, making it only useful against stunned enemies; the [[{{Nerf}} reduced power]] of stun missiles compared to ''TwistedMetal'' freeze missiles weakens it even more. One of the characters does have its own flamethrower special weapon, although the napalm isn't actually lit and you are supposed to soak an enemy in the stuff and then [[EveryCarIsAPinto shoot him]] with any weapon. It is fairly effective and would be even better if the vehicle carrying the weapon wasn't a glacially slow tanker truck.
* ''VideoGame/CompanyOfHeroes'' features pretty nice flamethrowers as the first heavy weapon available for the Wehrmacht and the Americans, as well as the Crocodile flame tanks. Although they are unrealistically ineffective against vehicles (probably due to balance reasons associated with ShortRangeLongRangeWeapon), they are nicely effective against infantry in cover and garrisoned infantry. This especially came into play with many of the stronger infantry units having a unit type that caused them to take extra damage from flames, putting it in a similar place to Battalion Wars.
** In the second game, they are effective against light vehicles and utterly murder infantry - only heavy machine guns and artillery have comparable killing power. However, opentopped vehicles don't take nearly enough damage and die from loss of health rather than crew death or a fuel explosion. Heavy vehicles are still largely immune - while being unable to burn through the armor is realistic, not triggering critical effects is not.
** In the winter maps, flamethrowers are amazing, though. Useing the attack ground or flamethrower sweep buttons to attack a target on ice results in an instant kill on ANYTHING if it was where you clicked as it falls through the ice.



* The Fire Wave of ''VideoGame/MegaManX1'' is generally considered to be that game's worst weapon. Low damage, a range of approximately two character widths, and does not work at all underwater. Oh yeah, and it "fires" while you are charging it, meaning you'll lose a chunk of your weapons energy whenever you attempt a charged shot[[note]](You can sidestep this if you charge up a different weapon, and then use the shoulder buttons to scroll over to Fire Wave)[[/note]]. Its saving grace is that it does damage for every frame it contacts the enemy, meaning a quick tap does many hits and a few taps will kill most things short of a miniboss for almost no weapon energy. Plus it can destroy some obstacles that can otherwise only be destroyed with a punch from the ride armors. Unfortunately, the Storm Tornado ALSO does damage on a per-frame basis, and [[OvershadowedByAwesome is a much larger weapon that travels the full length of the screen, AND has a surprisingly large amount of ammo]] (plus the game is relatively generous with ammo drops). The Fire Wave does have a few situational uses; because it can continuously fire as long as it has ammo, it's a good way to take out enemies while falling, or climbing walls, where it is otherwise hard to aim properly.
** Have fun using Wave Burner in ''VideoGame/MegaManAndBass''.
** Averted in ''VideoGame/MegaMan8BitDeathmatch''. Flame Sword, for example, can one-shot at point blank. Take that beast to Deathmatch and ninja kill EVERYONE.
** Flame Blast tries to follow the idea of flamethrowers firing an arcing stream of fire, but all it really does is fire a single flaming blob that travels a short distance before falling to the ground, which bursts into a small (one Megaman-height) short-lived column of fire on the floor or wall. If it hits an enemy before it reaches a terrain object, it simply damages the target. Against bosses specifically weak to it, it can be handy, but it's an underwhelming weapon otherwise.
** Flame Shower (from the rare Wonderswan ''Rockman and Forte'' game) is an extremely short ranged flamethrower like Fire Wave, being about as wide as Mega Man himself. Contrary to what you may expect from the name, it also fires ''upward'' when released. It's also the weakest of the special weapons available in that game.
* ''VideoGame/Vigilante8'' ''Second Offense'' has the Brimstone Burner weapon. Most weapons in the game are fairly balanced and all have their roles, except for this. It is turret mounted so you can toast enemies in any direction and deals decent damage, but lingering in close range makes you a target and there is the [[ShortRangeShotgun Bruiser Cannon]] turret which has a scattershot special attack that removes half of an enemy's health bar. The flamer's special attacks on the other hand consist of a pointless oil slick, a weak firewall created behind you and thankfully a ranged attack... a slow moving skipping fireball that only deals damage when it bounces off the ground, goes right through enemies, consumes half of your flamer ammo and doesn't even do a lot of damage.
* ''VideoGame/{{Wipeout}} Fusion'' has a flamethrower weapon. Not only does it feel out of place for a game about anti-gravity rocketships racing on various planets and mounting such weapons as instant kill laser beams, particle cannons and artificial black holes, it works as well as you would expect, which is to say not at all. Staying directly behind an enemy at 1000 kph is impractical, said opponent is likely to pack mines and send you careening into the wall with half of your shields gone, and its damage output is very low unless the opponent is a sitting duck due to a gravity magnet (in which case [[WhyDontYouJustShootHim why don't you just overtake him?]]).
** Worse, it is an unlockable weapon and you cannot ''avoid'' unlocking it once you have completed a few races, after which you will start seeing it with [[PowerupLetdown annoying frequency]], usually when you are in second place on the final stretch and all you wanted was a basic missile.
* ''VideoGame/TimeCrisis: Crisis Zone'' has a flamethrower as an unlockable weapon in the [=PS2=] port. However, it's a craptastic weapon with abysmal damage and pitiful ammo count. Oh, and the rate of fire isn't that great, and sometimes the flames bypass the enemies, leaving you vulnerable.
* The ''VideoGame/BlasterMaster'' series has a notoriously bad flame thrower, though depending on who the player is using it may not be that noticeable as most handheld weapons are pretty weak and short range. It is pretty noticeable in the tank though, which otherwise has good rounds.
* ''VideoGame/CombatMission'' also has potent but very hard to use flamethrowers. If you do manage to get them in range of an enemy tank, trench or garrisoned building, they'll make short work of them. Good luck getting to that point though; flamer teams are slow moving, they're usually only two man strong so suppressing or even destroying them outright is quasi effortless, and they can't safely fire from buildings or forests which makes ambush tactics hard to pull off. Now, flame throwing ''tanks'' on the other hand are lovely, if expensive.
* The flamethrower in ''VideoGame/ThePunisher'' both averts and plays this straight. On the one hand, it's very useful for killing the nameless mooks that you have to fight, especially in stages with small corridors. Enemies take a while to die while burning but they run around screaming in pain and can set any other mooks on fire that they bump into. However, it's next to useless in boss battles. You can spray a boss with fire for 20 seconds straight and they just sort of run in place with their health meter only slowly dropping down. In real life, a person would be burned down to the bone if you did that.
* While not useless in ''VideoGame/BattleTanx'' gameplay, the flamethrower tanks still don't hold a candle to their real life counterparts in any area besides maybe ammo and effectiveness against the Rhino (a tank with a fixed gun and frontal armor that is nearly-impenetrable by anything else in the game).

to:


[[AC:Shoot 'Em Up]]

* The Fire Wave of ''VideoGame/MegaManX1'' is generally considered ion blaze rifle in ''VideoGame/GunBros'' smokes enough to be that game's worst weapon. Low damage, a range of approximately two character widths, and does not work at all underwater. Oh yeah, and it "fires" while conceal incoming enemy fire, which means you are charging it, meaning you'll lose a chunk of your weapons energy whenever you attempt a charged shot[[note]](You can sidestep this if you charge up a different weapon, and then use the shoulder buttons to scroll over to Fire Wave)[[/note]]. Its saving grace is that it does damage for every frame it contacts the enemy, meaning a quick tap does many hits and a few taps will kill most things short of a miniboss for almost no weapon energy. Plus it can destroy some obstacles that can otherwise only be destroyed with a punch from the ride armors. Unfortunately, the Storm Tornado ALSO does damage on a per-frame basis, and [[OvershadowedByAwesome is a much larger weapon that travels the full length of the screen, AND has a surprisingly large amount of ammo]] (plus the game is relatively generous with ammo drops). The Fire Wave does have a few situational uses; get blasted more because you can't see it can continuously fire as long as it has ammo, it's a good way to take out enemies while falling, or climbing walls, where it is otherwise hard to aim properly.
** Have fun using Wave Burner in ''VideoGame/MegaManAndBass''.
** Averted in ''VideoGame/MegaMan8BitDeathmatch''. Flame Sword, for example, can one-shot at point blank. Take that beast to Deathmatch
and ninja kill EVERYONE.
** Flame Blast tries to follow the idea of flamethrowers firing an arcing stream of fire, but all it really does is fire a single flaming blob that travels a short distance before falling to the ground, which bursts into a small (one Megaman-height) short-lived column of fire on the floor or wall. If it hits an enemy before it reaches a terrain object, it simply damages the target. Against bosses specifically weak to it, it can be handy, but it's an underwhelming weapon otherwise.
** Flame Shower (from the rare Wonderswan ''Rockman and Forte'' game) is an extremely short ranged flamethrower like Fire Wave, being about as wide as Mega Man himself. Contrary to what you may expect from the name, it also fires ''upward'' when released.
therefore won't dodge it. It's also the weakest of the special hard to aim and quite inaccurate.
* ''VideoGame/RType Final'''s "Principalities" and "Dominions" fighters utilize flamethrowers as both their primary
weapons available in that game.
* ''VideoGame/Vigilante8'' ''Second Offense'' has the Brimstone Burner weapon. Most weapons in the game are fairly balanced
and all have their roles, except for this. It is turret mounted so you can toast enemies in any direction and deals decent damage, but lingering in close range makes you a target and there is the [[ShortRangeShotgun Bruiser Cannon]] turret which has a scattershot special attack that removes half of an enemy's health bar. The flamer's special attacks on the other hand consist of a pointless oil slick, a weak firewall created behind you and thankfully a ranged attack... a slow moving skipping fireball that only deals damage when it bounces off the ground, goes right through enemies, consumes half of your flamer ammo and doesn't even do a lot of damage.
* ''VideoGame/{{Wipeout}} Fusion'' has a flamethrower weapon. Not only does it feel out of place for a game about anti-gravity rocketships racing on various planets and mounting such weapons as instant kill laser beams, particle cannons and artificial black holes, it works as well as you would expect, which is to say not at all. Staying directly behind an enemy at 1000 kph is impractical, said opponent is likely to pack mines and send you careening into the wall with half of your shields gone, and its damage output is very low unless the opponent is a sitting duck due to a gravity magnet (in which case [[WhyDontYouJustShootHim why don't you just overtake him?]]).
** Worse, it is an unlockable weapon and you cannot ''avoid'' unlocking it once you have completed a few races, after which you will start seeing it with [[PowerupLetdown annoying frequency]], usually when you are in second place on the final stretch and all you wanted was a basic missile.
* ''VideoGame/TimeCrisis: Crisis Zone'' has a flamethrower as an unlockable weapon in the [=PS2=] port. However, it's a craptastic weapon with abysmal damage and pitiful ammo count. Oh, and the rate of fire isn't that great, and sometimes the flames bypass the enemies, leaving you vulnerable.
* The ''VideoGame/BlasterMaster'' series has a notoriously bad flame thrower, though depending on who the player is using it may not be that noticeable as most handheld weapons are pretty weak and short range. It is pretty noticeable in the tank though, which otherwise has good rounds.
* ''VideoGame/CombatMission'' also has potent but very hard to use flamethrowers. If you do manage to get them in range of an enemy tank, trench or garrisoned building, they'll make short work of them. Good luck getting to that point though; flamer teams are slow moving,
WaveMotionGun; they're usually only two man strong so suppressing or even destroying them outright is quasi effortless, not particularly good ships, being outclassed by others in every conceivable department. They generally reach across the screen, and they can't safely fire from buildings or forests which makes ambush tactics hard to pull off. Now, flame throwing ''tanks'' on the other hand are lovely, if expensive.
* The flamethrower
function in ''VideoGame/ThePunisher'' both averts and plays this straight. On the one hand, it's very useful for killing the nameless mooks that you have to fight, especially in stages with small corridors. Enemies take a while to die while burning space, but they run around screaming in pain and can set any other mooks on fire that they bump into. However, it's next to useless in boss battles. You can spray a boss with fire for 20 seconds straight and they just sort of run in place with their health meter only slowly dropping down. In real life, a person would be burned down to the bone if you did that.
* While
not useless in ''VideoGame/BattleTanx'' gameplay, the flamethrower tanks still don't hold a candle to their real life counterparts in any area besides maybe ammo and effectiveness against the Rhino (a tank with a fixed gun and frontal armor that is nearly-impenetrable by anything else in the game).underwater. Erm...

[[AC:Simulation Games]]



* ''Videogame/{{Geist}}'''s flamethrower unsurprisingly, except it is not truly a flamethrower anyway, is only a prototype and does have a long range secondary fire. That long range secondary fire is not unique to it though and they insist on calling it a flamethrower, so it belongs here.
* In the {{freeware}} game ''C-Dogs'', by Ronny Wester, the Flamer is a very powerful weapon in close quarters, its DPS only surpassed by explosives, {{molotov cocktail}}s, and the Knife.
* In ''VideoGame/AlienSoldier''. Flame Force is DifficultButAwesome; it has very short range and doesn't work against mechanical enemies or underwater, but it does such absurd amounts of damage to organic enemies that it's considered pretty much mandatory for Speedruns and similar.
* ''VideoGame/KingpinLifeOfCrime'' had one of the best-looking flamethrowers in it's day (1999). It was fairly impractical to use, however, because while it set enemies on fire with one hit, the flames themselves (and the burning) dealt very little damage. It is mostly used for putting something on fire and then switching to something else for extra damage.
* ''Franchise/AlienVsPredator 1999'' has a flamer not very useful against most enemies you face, because when they're on fire Aliens will deal additional proximity damage to you (and they are ''very'' quick to close the gap) but there's one reason to carry it: facehuggers. They're almost invisible, tiny, fast, will kill you just by touching you and are incredibly hard to hit with direct-fire weapons. Enter the flamer: fire off a shot at the floor in front of you when you hear their annoying scritching sound and they'll catch fire instantly, zipping around in pain and becoming entirely unable to attack until their death - and therefore, entirely harmless.
* In the remake/prequel of ''VideoGame/{{Shadow Warrior|2013}}'', the flamethrower is a situationally useful weapon despite its short (even when upgraded) range: it can ignite and mark invisible enemies, the flames wrap around shields and armor to reach vulnerable spots, and if you seriously expend ammo it can hold a corridor against an enraged swarm better than a gun. The catch is that if you're close enough to use it, there's almost guaranteed to be something more useful you can be doing with your sword (your starting weapon), it does too little damage to make hit-and-run against the strongest enemies practical, and the nastiest fights tend to be at long range.
* The original version of ''VideoGame/{{Shantae}}: Risky's Revenge'' has the Flamethrower spell. While it quickly deals a lot of damage, it also quickly eats up Shantae's {{Mana}}, making it AwesomeButImpractical. It's more useful in the ''Director's Cut'' when using Magic Mode, since the cut in magic consumption makes it a viable option for quickly killing the game's tougher enemies.
* From ''{{VideoGame/Bayonetta 2}}'' the Undine are magical flamethrowers that can be DualWield in the titular character's hands [[ArmedLegs or heels]] with both KillItWithFire and KillItWithIce settings. Generally though, its just a very average weapon, the ice-setting is really the only worthwhile option because it can encase enemies in ice, and even then, it can only do so semi-reliably on smaller, weaker enemies. That being said, the leg version can be useful for closing out combos with [[SummonBiggerFish Wicked Weaves]], but there are just better options in the game to choose from.

to:


[[AC:Strategy Games]]

* ''Videogame/{{Geist}}'''s flamethrower unsurprisingly, except it is not truly ''UFO: Aftermath'' features a flamethrower anyway, is only a prototype and that does 3900 damage per hit (comparatively, a direct hit from an RPG does 550), but has an effective range of 5 metres and weighs more than a pregnant rhinoceros. The ''advantage'' is that very few enemies are strong against fire, and many are ''weak'', particularly the "transgenant" mutants that make up the bulk of the enemies in the game (and most of which don't have a long range secondary fire. That long range secondary fire is not unique to it though and they insist on calling it a flamethrower, so it belongs here.
* In
ranged attack). However the {{freeware}} game ''C-Dogs'', by Ronny Wester, the Flamer is a very powerful weapon in close quarters, really comes into its DPS only surpassed by explosives, {{molotov cocktail}}s, own when boarding UFO's, dealing with Aliens armed exclusively with RPG's and the Knife.
no sense of self preservation.
* In ''VideoGame/AlienSoldier''. Flame Force ''UFOAlienInvasion'', the Flamethrower can be more effective than conventional ballistic firearms against the aliens, because their armor is DifficultButAwesome; less effective against fire damage. Of course, it also has very short ''much'' less range than most of the firearms.

[[AC:Survival Horror]]

* ''VideoGame/ColdFear'' has a flamethrower with quite decent range, is especially effective against humanoid enemies,
and has a fair ammo supply. It only falls into this category due to being AwesomeButImpractical -- it's not much better than the good ol' BoomHeadshot against zombies.
* ''VideoGame/DeadSpace'':
** The flamethrower in the original title is the one weapon considered to be completely useless. The ''one'' practical use it has, that being burning [[MookMaker Pregnants]] so their swarmers die in the flames, is something just as easily avoided with decent aim. Oddly, the flamethrower in ''Dead Space'' is actually one of the few chemical designs that '''could''' work in a vacuum, as [[AllThereInTheManual described in supplemental material]], but [[GameplayAndStorySegregation it
doesn't work against mechanical enemies or underwater, but it in-game]]. It is intended as a tool for melting ice in the absence of an atmosphere, which might justify its relative weakness as a weapon. That the game does such absurd amounts not allow it to function in vacuum is [[TheCoconutEffect something of damage to organic enemies that a gaffe]].
** ''VideoGame/DeadSpace2'' rectified the problem with the flamethrower not working in space, and gave it some much-needed offensive buffs, but
it's considered pretty still a poor alternative to other, much mandatory for Speedruns more powerful weapons.
* ''Franchise/ResidentEvil'' has a long, long, ''long'' history of pissing off its fans with crappy flamethrowers:
** ''Resident Evil''
and similar.
* ''VideoGame/KingpinLifeOfCrime'' had one
its UsefulNotes/NintendoGameCube remake have a flamethrower only available to Chris, which he gets instead of the best-looking flamethrowers [[DiskOneNuke Grenade Launcher]]. It has only enough fuel for 7 seconds of firing, can never be reloaded, has pitiful range, low damage, and can only be used in it's day (1999). It the underground caves. Adding insult to injury in the 2002 Remake, if gamers decide to cheat it into their inventory, they'll find it has absolutely ''no effect'' on zombies: not only was fairly impractical it not coded to use, however, because while it set enemies on fire do any damage but can't even be used to burn their corpses.
** Resident Evil 2 follows suit
with the flamethrower that Leon finds. It's even ''worse'' than the one hit, above, since it has even less ammo and is found so late in the flames themselves (and game that it is completely outclassed by the burning) dealt very little damage. It other weapons you carry. Again, Leon gets this instead of the Spark Shot that Claire finds which is mostly used for putting something on fire and then switching to something else for extra damage.
* ''Franchise/AlienVsPredator 1999'' has
a flamer not very useful LethalJokeItem that sucks against most enemies you face, because when they're on fire Aliens will deal additional proximity damage to you (and they are ''very'' quick to close monsters but absolutely ''slaughters'' the gap) but there's one reason to carry it: facehuggers. They're almost invisible, tiny, fast, will kill you just by touching you G Virus mutations of [[MadScientist William Birkin]] and are incredibly hard to hit with direct-fire weapons. Enter the flamer: fire off a shot at the floor in front of you when you hear their annoying scritching sound and they'll catch fire instantly, zipping around in pain and becoming entirely unable to attack until their death - and therefore, entirely harmless.
* In the remake/prequel of ''VideoGame/{{Shadow Warrior|2013}}'',
[[ImplacableMan Tyrant T-103]].
*** Likewise,
the flamethrower is a situationally useful weapon despite its short (even when upgraded) range: it can ignite and mark invisible enemies, the flames wrap around shields and armor to reach vulnerable spots, and if you seriously expend ammo it can hold a corridor against an enraged swarm better than a gun. The catch is that if you're close enough to use it, there's almost guaranteed to be something more useful you can be doing with your sword (your starting weapon), it does too little damage to make hit-and-run against the strongest enemies practical, and the nastiest fights tend to be at long range.
* The original version of ''VideoGame/{{Shantae}}: Risky's Revenge'' has the Flamethrower spell. While it quickly deals a lot of damage, it also quickly eats up Shantae's {{Mana}}, making it AwesomeButImpractical.
NotCompletelyUseless for Leon. It's more useful very ineffective against zombies and lickers, but it makes quick work of the Ivy creatures that will otherwise soak up a ton of valuable ammunition from Leon's other guns-- even his Upgraded Magnum, which outclasses the Spark Shot against bosses, anyway.
** To make matters worse, RE and [=RE2=] also feature a grenade launcher (called the Bazooka
in the ''Director's Cut'' when using Magic Mode, since original) which had flame rounds which, while rare, were still more abundant than fuel for the cut flamethrower. This weapon outclasses the flamethrower in magic consumption makes ''every possible aspect''[[note]]Higher range, higher damage output, stopping power, and the weapon can also use other kinds of ammo[[/note]] and is only available to Jill and Claire, the characters who ''don't'' find flamethrowers.
** ''VideoGame/ResidentEvilOutbreak'' has a flame thrower which can be made by David by combining the Insect Spray with the Lighter. Unfortunately you find said items in levels where they are of use, and by making the overall shoddy flamethrower, you lose the ability to kill insect-type enemies in one shot and reach hidden caches of items.
** ''VideoGame/ResidentEvil5'' gives you an actually pretty decent flamethrower which would be an InfinityPlusOneSword. However, you can only use
it during one part of the game, against a viable option boss that no other weapon works on, making its damage output a moot point, and doesn't get infinite ammo even if you legitimately unlocked it.
** ''VideoGame/ResidentEvilOperationRaccoonCity'''s flamethrower ''would'' be okay, if you could purchase it, spawn with it, reload it, or customize it. It can only be found within levels, and has a pitifully low (and unreloadable) ammo stock.
** And
for quickly killing one final coffin in the game's tougher enemies.
* From ''{{VideoGame/Bayonetta 2}}'' the Undine are magical
nail, ''VideoGame/ResidentEvil6'' shows off some awesome-looking flamethrowers that seem to have unlimited ammo and are insanely effective at destroying Chrysalid Cocoons. Too bad ''you'' never get to use one; they're only used by soldiers in the background of one stage.
* In ''VideoGame/SilentHill3'', where a flamethrower
can be DualWield found in the titular character's hands [[ArmedLegs or heels]] with both KillItWithFire a NewGamePlus. It has infinite ammo and KillItWithIce settings. Generally though, its just does good damage, but sadly has difficulty stunning enemies and only decent range. It's not a very ''bad'' weapon, but an average weapon, NewGamePlus player will have the ice-setting Infinite Submachine Gun as well, which is really just so, so much better in every way.

[[AC:Third Person Shooters]]

* ''VideoGame/GearsOfWar'':
** In ''VideoGame/GearsOfWar 2''
the only worthwhile option flamethrower usually can't kill the wretches before they get to you making it just as effective to melee them. The flamethrower is actually useful against armed enemies because it you can encase enemies in ice, accurately fire from cover without crosshairs (just watch where the flames go and even then, it can only do so semi-reliably adjust your aim accordingly). Unfortunately the level you get the flamethrower on smaller, weaker enemies. has almost exclusively melee enemies.\\\
That being said, the leg flamethrower is still useful on that particular level: because it features almost exclusively melee enemies, they ''will'' get burned getting close to you, and considering it would otherwise take more than one punch to kill the wretches, you're doing better than you would be otherwise. Until you get overwhelmed by wretches... In multiplayer, closing to flamethrower range brings you into shotgun range. Bad move. The flamethrower shines, however, in the Co-op Horde mode of ''VideoGame/GearsOfWar 3''; the flamethrower is the best weapon for taking out the super armored Berserker Boss monsters, and is also fairly effective against the Lambent version as well.
** The Scorcher Flamethrower in the series ''should'' belong in the other category, as it's a perfectly fine weapon on its own merits: It has decent range for a video game flamethrower and good damage, as well as an awesome FinishingMove where you press the barrel directly against the downed enemy's chest and pull the trigger, causing flames to spew out of their mouth. Against the GameplayDerailment of "bounce off the walls like you just drank your own weight in Red Bull and hipfire shotguns at each other until one of you scores a OneHitKill", however...
* The Flamethrower in ''VideoGame/JetForceGemini'' is a classic example of this trope. It performs more like a very large blowtorch. It has a ridiculously short range, ammo for it is rare, it runs out of ammo incredibly quickly, and enemies who run around wildly while aflame
can be damage you. The only upside is that it actually deals quite a bit of damage.
* The flamethrower in ''VideoGame/ThePunisher'' both averts and plays this straight. On the one hand, it's very
useful for closing out combos killing the nameless mooks that you have to fight, especially in stages with [[SummonBiggerFish Wicked Weaves]], small corridors. Enemies take a while to die while burning but there are they run around screaming in pain and can set any other mooks on fire that they bump into. However, it's next to useless in boss battles. You can spray a boss with fire for 20 seconds straight and they just better options sort of run in place with their health meter only slowly dropping down. In real life, a person would be burned down to the bone if you did that.
* Played completely straight in ''VideoGame/{{Warframe}}'' the Ignis used to be moderately useful, but has over time fallen from grace. It is currently the weakest primary weapon
in the game from a damage per second standpoint. Its ability to choose from. ignore some cover and its large attack area do not in any way make up for its pathetic damage. It was eventually buffed in late 2015, doubling its damage and range, making it decent but underwhelming. Also averted when the enemy {{mook}}s get their hands on one; past level 25, Scorches can and will roast any player not paying attention inside of one second.

[[AC:Turn Based Tactics]]

* ''VideoGame/CombatMission'' also has potent but very hard to use flamethrowers. If you do manage to get them in range of an enemy tank, trench or garrisoned building, they'll make short work of them. Good luck getting to that point though; flamer teams are slow moving, they're usually only two man strong so suppressing or even destroying them outright is quasi effortless, and they can't safely fire from buildings or forests which makes ambush tactics hard to pull off. Now, flame throwing ''tanks'' on the other hand are lovely, if expensive.



* The Scorcher Flamethrower in the ''VideoGame/GearsOfWar'' series ''should'' belong in the other category, as it's a perfectly fine weapon on its own merits: It has decent range for a video game flamethrower and good damage, as well as an awesome FinishingMove where you press the barrel directly against the downed enemy's chest and pull the trigger, causing flames to spew out of their mouth. Against the GameplayDerailment of "bounce off the walls like you just drank your own weight in Red Bull and hipfire shotguns at each other until one of you scores a OneHitKill", however...
* ''VideoGame/{{XCOM 2}}'': The Flamethrower and its upgrade the Hellfire Projector received a nerf from the genuinely useful one in the previous game and are generally considered the worst of the heavy/powered weapons. Mediocre damage, range and area of effect, doesn't destroy cover, doesn't pierce or shred armour. They can set enemies on fire, dealing damage over time and disabling special abilities, but there are other sources of such and some of the most dangerous foes are {{Kung Fu Proof|Mook}}. Their one unique advantage, making enemies panic, is bugged and doesn't even work, so much for that.

to:

* The Scorcher Flamethrower in the ''VideoGame/GearsOfWar'' series ''should'' belong in the other category, as it's a perfectly fine weapon on its own merits: It has decent range for a video game flamethrower and good damage, as well as an awesome FinishingMove where you press the barrel directly against the downed enemy's chest and pull the trigger, causing flames to spew out of their mouth. Against the GameplayDerailment of "bounce off the walls like you just drank your own weight in Red Bull and hipfire shotguns at each other until one of you scores a OneHitKill", however...
*
''VideoGame/{{XCOM 2}}'': The Flamethrower 2}}'' and its upgrade the Hellfire Projector received a nerf from the genuinely useful one in the previous game and are generally considered the worst of the heavy/powered weapons. Mediocre damage, range and area of effect, doesn't destroy cover, doesn't pierce or shred armour. They can set enemies on fire, dealing damage over time and disabling special abilities, but there are other sources of such and some of the most dangerous foes are {{Kung Fu Proof|Mook}}. Their one unique advantage, making enemies panic, is bugged and doesn't even work, so much for that.that.

[[AC:Wide Open Sandbox]]

* ''Franchise/{{Fallout}}'' series:
** In ''VideoGame/Fallout2'', the flamethrower was pretty much a heavy waste of time. Its range is ridiculously short, the ammo is ridiculously heavy, and end-game enemies tend to resist fire. Fun for toasting lower-level random encounters, but that's about it. However, it was much better in Fallout 1 because most of the late enemies don't have any special resistance to fire.
** In ''VideoGame/Fallout3'', this is your regular flamethrower (though it has the downside of potentially igniting anything flammable you get close to while it's equipped). It's quite common enough once you start hitting medium levels and Raiders carry them.
** ''VideoGame/FalloutNewVegas'' made the flamethrower more powerful but less durable. While it can hold its own at short range against even higher level enemies, it's an eminently {{Breakable Weapon|s}} that will require you to lug around either replacements or Weapon Repair Kits if you plan to use it for an entire dungeon.
** In ''VideoGame/Fallout4'' the Flamer is one of the absolute worst weapons in the game- heavy, exceptionally short-ranged (and upgrading its damage actually ''reduces'' its range), and prone to glitching so that it fails to register as having fired even though the firing animation plays. To make matters worse, there's the Plasma-thrower mode for plasma weapons, which turns them into plasma based flamethrowers, only they deal about five times as much damage as the Flamer and have a much greater range. Plus, due to a glitch, the Plasma-thrower is classified as either a pistol or rifle class weapon (depending on whether it's got a pistol or rifle grip), and thus benefits from their damage-boosting perks (which have better secondary bonuses than the weapon perk it's supposed to use).
* Definitely the case in ''VideoGame/GrandTheftAutoSanAndreas'' and ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'': the tendency for enemies to run directly at you when you light them on fire (leaving you completely helpless and vulnerable), the ridiculously short range meaning you could have killed the enemies with anything else in the game by that point, and that, since its technically classed as a BFG, you can't run and gun with it makes it all but useless.
** In the original overhead 2D games, this was downplayed. While it lacked range, killing enemies with the flamethrower gave substantially more points than with ordinary guns which was useful if you were trying to reach a points threshold to continue to the next chapter and had no missions left to perform.
** By collecting hidden packages in Vice City, you could unlock the Flamethrower at your safehouse. However, a glitch in the original [=PS2=] version would cause it to only spawn with four units of ammo, leaving the pickup almost completely worthless.

[[AC:Unsorted]]

* In the early ''VideoGame/ArmoredCore'' games, the flamethrower was generally useless-- the range was little better than that of a LaserBlade, and until Armored Core 2 ([[CapcomSequelStagnation the fourth game in the series]]), the "heat" mechanic didn't exist, meaning that there was no damage over time for overheating an opponent. The later games improved this, but there are still better weapons.
* ''VideoGame/{{Diablo}}'':
** ''VideoGame/DiabloII'' has the Inferno spell which is a flamethrower, complete with short range at low spell levels, low area coverage at all spell levels, no persistent damage, slow-moving flames and it takes a long time to cast ''and'' roots you to the spot while you channel and stops when you get hit. Between its weak damage and the danger factor of planting yourself in front of the onrushing enemies that will proceed to stunlock you, this is the worst sorceress spell in the game. The expansion provided the new druid class with an ''Ice'' thrower which was useful for no other reason than the very long chill length, providing some much-needed crowd control until players figured out that there's a passive area effect chill spell in the druid's arsenal and most enemies you want to chill are immune to it anyway.
** There is a very cheap [[SocketedEquipment runeword]] that averted this by giving a massive bonus to all fire spells, and to the Inferno spell in particular; like most spells, it could become much more effective as you pumped its effective level up beyond 20, making it a cheap and effective tool that could be acquired [[DiscOneNuke by the end of Act 1]] and remained useful until [[DifficultySpike everything becomes immune to fire]].
** The first game contained Inferno. At least you didn't have to channel it, but it was a very slow moving flame that crept along the ground, had a very short range, almost always missed if cast at an angle due to the game being grid-based and its only benefit was that it could hit multiple targets if they were right in your grill. You would [[RandomlyDrops probably]] get a book of this spell at about the point where the first Lightning Bolt staves started to show up, which had the same line damage effect, unlimited range, a much wider area of effect and did about five times as much damage.
* The ''Heli Attack'' series ties a flamethrower's damage inversely to the distance from whatever it's targeting. If the enemy's at a reasonable distance, it does the worst damage of any weapon in the game. If you're really close, it can kill someone in less than a second, but by then they've probably shot you at least once, and it's a series where avoiding bullets is a ''really good idea''.
* The flamethrower in ''VideoGame/MetroidPrime'' is by far the most useless beam combo (all of them but the Super Missile are situational at best, but the Flamethrower just plain sucks). It has a short range, is difficult to aim (as it only emits a narrow stream of flame), uses a huge amount of ammo, and you could just be using the charged Plasma Beam which is far more effective.
** And ''Prime's'' control scheme is partly to blame for its uselessness, since you couldn't aim and move at the same time. ''Trilogy'' fixes this, putting the flamethrower on equal terms with its beam combo brethren (situational but effective).
** The Flamethrower, though, is one of two weapons that is unaffected by the Beam Shields that the Elite and Omega Pirates use (the only other weapon that works are normal Missiles). Because of this, the Flamethrower is ''frighteningly'' effective at destroying the Omega Pirate's Phazon armor plates.
* ''VideoGame/{{Nosgoth}}'' has Flamethrowers as an optional ability for the Alchemist. These zig-zag in that while the immediate damage (and over time) is pretty good and the range problem solves itself since Vampires use melee as their primary attack, smart vampires can and will ''outrun'' the flames since said range is also absolutely pitiful.
* The ''Franchise/RatchetAndClank'' series [[ZigZaggingTrope goes all over the place]] with this.
** The [[VideoGame/RatchetAndClank2002 first R&C]] has your standard Hollywood flamethrower (the Pyrocitor) that has a very short range. It is good at cleaning up large swarms of small enemies in the beginning, but becomes useless in later levels.
** [[VideoGame/RatchetAndClankGoingCommando R&C 2]] introduces the Lava Gun, that ironically acts more like a ''real'' flamethrower (a gun that shoots burning liquid), has a decent range and does good damage. Unfortunately, the devs made the bizarre decision to make it transform to a drastically different meteor shooting machine gun after enough use. Luckily, they bring the gun back in [[VideoGame/RatchetAndClankUpYourArsenal R&C 3]] without that transformation: it now transforms into a Liquid Nitrogen gun. Go figure.
*** The upgraded Lava Gun is practically useless for fighting crowds but when given a [[CameraLockOn Lock-On]] mod, it becomes extremely effective against single targets. Like the final boss, for example.
** In ''VideoGame/RatchetAndClankSizeMatters'', the flamethrower is completely useless. It has a three-foot range, and is pitifully weak.
** It is however, ''beautifully'' averted in [[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]; though it has the physics of an ordinary video game flamethrower, the Pyro Blaster has high damage, a decent range (which you can upgrade) the ammo consumption is quite reasonable, and it evolves into a [[UpToEleven double-barreled helix flamethrower.]]
* In ''StarWars: ShadowsOfTheEmpire'', Dash Rendar's blaster could somehow switch from a blaster to a flamethrower by using the pickups found almost everywhere. As expected, the range is weak, but since most of the on-foot missions involve close spaces and your long range enemies are usually [[ImperialStormtrooperMarksmanshipAcademy Stormtroopers]], it becomes quite effective in short puffs.
** Due to the way the damage calculations worked, a single puff of flame dealt the same damage as a continuous stream. meaning even the AT-ST and the Gladiator Droid could be easily defeated by just standing behind them, emitting a puff, and waiting for the enemy health indicator to fade before doing it again. Once the Gladiator Droid goes to its alternate forms, though...
* Thumper's signature weapon in ''VideoGame/TwistedMetal 2'' is a flamethrower, and the strongest special in the game. Even the final boss takes huge amounts of damage from it... if you want to get into melee range of a giant ice cream monster truck that takes off 2/3 of your health just by running you over. Better keep a lot of energy handy for freeze missiles.
** It got worse in ''VideoGame/TwistedMetal 3'' and ''4'' where the developers decided to give the weapon to a very fast, but very fragile character, because this is exactly the kind of vehicle you want to carry a short ranged damage over time weapon, right? The flamer was dumped for ''Black'', although there is a boss that uses a turret-mounted one at close range. Then for ''Head-On'' we're back to the Thumper incarnation.
** ''VideoGame/RogueTrip'', a ''Twisted Metal'' clone by the same developers, features its own failthrower. It is a pick-up weapon that deals little damage, forces you to keep the fire button down (so you cannot launch other weapons) while still having a maximum duration and its range is minimal, making it only useful against stunned enemies; the [[{{Nerf}} reduced power]] of stun missiles compared to ''TwistedMetal'' freeze missiles weakens it even more. One of the characters does have its own flamethrower special weapon, although the napalm isn't actually lit and you are supposed to soak an enemy in the stuff and then [[EveryCarIsAPinto shoot him]] with any weapon. It is fairly effective and would be even better if the vehicle carrying the weapon wasn't a glacially slow tanker truck.
* ''VideoGame/Vigilante8'' ''Second Offense'' has the Brimstone Burner weapon. Most weapons in the game are fairly balanced and all have their roles, except for this. It is turret mounted so you can toast enemies in any direction and deals decent damage, but lingering in close range makes you a target and there is the [[ShortRangeShotgun Bruiser Cannon]] turret which has a scattershot special attack that removes half of an enemy's health bar. The flamer's special attacks on the other hand consist of a pointless oil slick, a weak firewall created behind you and thankfully a ranged attack... a slow moving skipping fireball that only deals damage when it bounces off the ground, goes right through enemies, consumes half of your flamer ammo and doesn't even do a lot of damage.
16th Oct '16 7:15:42 AM GentlemensDame883
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* Non-videogame example: 'Mech-mounted flamers are generally considered to be among the worst weapons in ''TabletopGame/BattleTech''. They have pitiful range and do trivial amounts of damage to armored targets including battle armor infantry, and while they can be used to inflict some extra heat on another 'Mech instead of (i.e., not even ''in addition to'') damaging it, that amount is still (a) pretty small and (b) actually lower than the heat buildup on the firing 'Mech for using the flamer in the first place. Their main saving grace under Total Warfare rules is that they're potentially literally murder on ''conventional'' infantry if they're ever in a position to hit it; in at least some earlier editions they didn't even have that.
** Even with the presence of flamers in ''VideoGame/MechWarrior 2, 3, 4'', and their respective {{Expansion Pack}}s, none of them ever approached a threat level any higher than that of 'gimmick' (particularly in 3, where OverHeating an enemy with a ludicrous number of flamers would result in them GoingCritical, followed by a ''mushroom cloud''). The lack of conventional infantry in all of the aforementioned games, as well as the [[PainfullySlowProjectile often-slow speed at which fire traveled]] relative to autocannon fire or lasers, made flamers more of an easily ignored footnote than an actual weapon. Only 2 Mechs in all of the ''VideoGame/MechWarrior'' series ever mounted flamers by default: the ''Flashman'' of ''VideoGame/MechWarrior 2 Mercenaries'' and the ''Puma'' of ''VideoGame/MechWarrior 3'', both of which had ''much'' better weapons available to them, mostly BeamSpam and the ability to [[BoomHeadshot blow off a Mech's head in one shot]], respectively.

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* Non-videogame example: 'Mech-mounted flamers are generally considered to be among the worst weapons in ''TabletopGame/BattleTech''. They have pitiful range and do trivial amounts of damage to armored targets including battle armor infantry, and while they can be used to inflict some extra heat on another 'Mech instead of (i.e., not even ''in addition to'') damaging it, that amount is still (a) pretty small and (b) actually lower than the heat buildup on the firing 'Mech for using the flamer in the first place. Their main saving grace under Total Warfare rules is that they're potentially literally murder on ''conventional'' infantry if they're ever in a position to hit it; in at least some earlier editions they didn't even have that.
**
Even with the presence of flamers in ''VideoGame/MechWarrior 2, 3, 4'', and their respective {{Expansion Pack}}s, none of them ever approached a threat level any higher than that of 'gimmick' (particularly in 3, where OverHeating an enemy with a ludicrous number of flamers would result in them GoingCritical, followed by a ''mushroom cloud''). The lack of conventional infantry in all of the aforementioned games, as well as the [[PainfullySlowProjectile often-slow speed at which fire traveled]] relative to autocannon fire or lasers, made flamers more of an easily ignored footnote than an actual weapon. Only 2 Mechs in all of the ''VideoGame/MechWarrior'' series ever mounted flamers by default: the ''Flashman'' of ''VideoGame/MechWarrior 2 Mercenaries'' and the ''Puma'' of ''VideoGame/MechWarrior 3'', both of which had ''much'' better weapons available to them, mostly BeamSpam and the ability to [[BoomHeadshot blow off a Mech's head in one shot]], respectively.


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* ''VideoGame/{{XCOM 2}}'': The Flamethrower and its upgrade the Hellfire Projector received a nerf from the genuinely useful one in the previous game and are generally considered the worst of the heavy/powered weapons. Mediocre damage, range and area of effect, doesn't destroy cover, doesn't pierce or shred armour. They can set enemies on fire, dealing damage over time and disabling special abilities, but there are other sources of such and some of the most dangerous foes are {{Kung Fu Proof|Mook}}. Their one unique advantage, making enemies panic, is bugged and doesn't even work, so much for that.


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* 'Mech-mounted flamers are generally considered to be among the worst weapons in ''TabletopGame/BattleTech''. They have pitiful range and do trivial amounts of damage to armored targets including battle armor infantry, and while they can be used to inflict some extra heat on another 'Mech instead of (i.e., not even ''in addition to'') damaging it, that amount is still (a) pretty small and (b) actually lower than the heat buildup on the firing 'Mech for using the flamer in the first place. Their main saving grace under Total Warfare rules is that they're potentially literally murder on ''conventional'' infantry if they're ever in a position to hit it; in at least some earlier editions they didn't even have that.
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