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** ''Broken Steel'' also introduces the Slow-Burning Flamer, which has all the drawbacks of the regular Flamer, but the addition of continuous burning damage for a ''very'' long time. Light an enemy on fire, and then run until they die (or you have to relight them; you won't need to do it a third time unless they have fire resistance).
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** You even have to be aware of prevailing winds, because if you just start burning shit with the flamethrower, it can and ''will'' make the entire area burn up. Including you.
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** 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...

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* ''{{Bioshock}}'' has a "chemical thrower". It's not to be used all the time, since it guzzles ammo and takes a while to reload, but when you can [[TooAwesomeToUse justify actually using it]] few things clear a room of Splicers as fast. With the "reduced consumption" upgrade and a full load of electric gel, you can stunlock a [[LightningBruiser Big Daddy]] to death. But then, you can also do that with the infamously overpowered electrobolt plasmid without having to jump through hoops getting upgrades and special ammo.


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* ''{{Bioshock}}'' has a "chemical thrower". It's not to be used all the time, since it guzzles ammo and takes a while to reload, but when you can [[TooAwesomeToUse justify actually using it]] few things clear a room of Splicers as fast. With the "reduced consumption" upgrade and a full load of electric gel, you can stunlock a [[LightningBruiser Big Daddy]] to death. It suffers from certain plasmid combos being just as [[GameBreaker broken]], but it's not like you need the ammo in it for anything else.
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* In the 2009 ''AlienVsPredator'' game 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.

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* In the 2009 2010 ''AlienVsPredator'' game 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.

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redundancy


* ''AlienVsPredator'' 2010 is also a sort of aversion; almost every aspect of the description is played straight, making it almost useless on its own (and very fiddly at times), however, an ignited Alien enters a crippled state (where it can only crawl and is nearly-harmless) a few seconds after being set alight; this ends up making it very efficient for saving ammo when combined with another weapon (such as the infinite ammo pistol) to finish enemies off. Or would be if crippled Aliens couldn't grab you by the leg and kill you instantly by exploding.

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* In the 2009 ''AlienVsPredator'' 2010 is also a sort of aversion; almost every aspect of game the description marine's flamethrower is played straight, making it almost useless on its own (and very fiddly at times), however, an ignited Alien enters a crippled state (where it can only crawl and is nearly-harmless) a few seconds after being set alight; this ends up making it very efficient for saving ammo when combined with another weapon (such as beyond useless: It makes the infinite ammo pistol) to finish enemies off. Or would be if crippled Aliens couldn't grab you by the leg and kill you xenomorphs angry. Eventually they start crawling. Then they explode in an attack that will instantly by exploding.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.



* 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.

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* 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.



* 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.



* In the 2009 ''AlienVsPredator'' game 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.

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* In the 2009 ''AlienVsPredator'' game 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.
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*** Starcraft 2 is similar with Hellions (and Firebats in the campaign), which completely destroy certain early units but tend to not hold up to stronger stuff (or certain upgrades coming into play).

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*** Starcraft 2 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 (or certain upgrades coming into play).stuff.
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*** Starcraft 2 is similar with Hellions (and Firebats in the campaign), which completely destroy certain early units but tend to not hold up to stronger stuff (or certain upgrades coming into play).
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* TeamFortress2 has a rather better flamethrower than his classic counterpart. A single puff sets an opponent on fire, which does 60 damage over 10 seconds, which is about 1/2 to 1/3 of a characters hit points (Excepting the heavy). Any lighter class will be immediately sent running back to get some healing. It also provides a way to rebound projectiles, put out fires, and disorient enemies. This second feature can instead be traded for a bit of extra base damage and back-attacks that are almost one hit kills.
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** Not completely. It stuns enemies and keeps them in place, but takes so long to kill even the weakest enemies that you might as well tape down the fire buttons and go finish a crossword puzzle while they die.
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WAY too much Natter. Moved to Discussion.


** The Pyro has firmly ensconced itself at the bottom of the class tier in ''TeamFortress2'' as well. Its flamethrower's DPS is relatively pathetic (the Medic's syringe gun is actually more powerful). There are approximately half a dozen different ways to counter its afterburn effect, and the bleeding effect recently introduced on new Sniper and Engineer secondary weapons means that the Pyro's afterburn ability is not only no longer unique but actually inferior. All of the Pyro's supposed specialties (such as ambushing, close combat, and damage over time) are now done better by other classes, and success in these roles as the Pyro usually requires a fair amount of luck or exceptionally unskilled opponents, leaving the Pyro as little more than an irritation to the enemy and a support/utility asset to his teammates. Many players now see focusing on the flamethrower's secondary compression air blast ability (triggered by the right mouse button) as the "proper" way of playing the Pyro, and this belief is encouraged by recent patches which have made the air blast more powerful even as actual flame damage has been nerfed.
*** ''YourMileageMayVary''. There are often complaints, even after nerfing that pyros are in fact *overpowered*. Flamethrower flames are not lag compensated, so to use them really requires you to lead your target. If you are able to do so, a sustained burn will take out virtually anyone short of heavies and overhealed soldiers/demomen/other pyros in short order before they can react. Mechanically the flamethrower may be weak but there are a lot of other factors that contribute to its deadliness. Flames almost universally cause people to panic when struck with them and they then search for ways to counter the burn, making them an open target. The flamethrower also never needs reloading, and has a generous capacity to boot. Combined with the previous factor, a burning target often wastes ammunition due to panic or obscured vision, and when they reload they're an open target. Lastly, the airblast can be used to hamper enemy movement, making them yet again an open target. A flamethrower in skilled hands can often dominate entire matches. Also, two more things: the flamethrower can fire around corners (extremely useful for attacking entrenched engineers), and is the single best tool in the game to uncover enemy spies (which are often even more annoying and devastating than pyros can be).
*** One last fact that a lot of people forget--while the flamethrower's DPS is a relatively 'meh' 150-ish or so per second, that's still over half the other classes dead in a second of exposure, and everything but overhealed Heavies dead in two. Finally, the flamethrower is still unique in one particularly important attribute--''it pierces targets.'' This is most obvious with an Engineer and his SentryGun, where if the Engie is hiding behind his gun repairing it constantly, it takes a coordinated assault to break through, and an Ubercharge focuses on damaging the gun. The Pyro, though, can burn the gun, the Engineer, and usually his dispenser to the ground with the same stream of fire. It is thus far the only weapon that can apply its damage to multiple targets with one damage particle (shotguns and the miniguns fire multiple pellets, but each one can only strike a single target). While definitely not the fire-spewing monster it was during its class update, bear in mind the Pyro, by Valve's own tracked stats, is still the third-highest scoring and [[BuffySpeak second most-killingest]] class in the game.

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* In ''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.

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* In ''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. death.
** In the multiplayer, it's 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.
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*** One last fact that a lot of people forget--while the flamethrower's DPS is a relatively 'meh' 150-ish or so per second, that's still over half the other classes dead in a second of exposure, and everything but overhealed Heavies dead in two. Finally, the flamethrower is still unique in one particularly important attribute--''it pierces targets.'' This is most obvious with an Engineer and his SentryGun, where if the Engie is hiding behind his gun repairing it constantly, it takes a coordinated assault to break through, and an Ubercharge focuses on damaging the gun. The Pyro, though, can burn the gun, the Engineer, and usually his dispenser to the ground with the same stream of fire. It is thus far the only weapon that can apply its damage to multiple targets with one damage particle (shotguns and the miniguns fire multiple pellets, but each one can only strike a single target). While definitely not the fire-spewing monster it was during its class update, bear in mind the Pyro, by Valve's own tracked stats, is still the third-highest scoring and [[BuffySpeak second most-killingest]] class in the game.

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* AlienSwarm: Now that the [[LightningGun Tesla Cannon]] is no longer the undisputed [[InfinityPlusOneSword King of Weapons]], the Flamethrower has mostly taken it's place. Why? A single puff of fire ignites an enemy (only prolonged fire ignites teammates, thankfully... but when it does, it isn't pretty), making it highly ammo efficient. Each puff is weak, but the burn damage is high; a single flamer sweep can turn a horde of drones into a staggering, flaming mess: no squad members injured. Only an idiot goes into a nest of [[FaceFullOfAlienWingWong Parasites]] without one. Oh, and it's alt fire ''extinguishes'' fire... how's ''that'' for handy?



<<|GunsAndGunplayTropes|>>)

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<<|GunsAndGunplayTropes|>>)<<|GunsAndGunplayTropes|>>
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*** ''YourMileageMayVary''. There are often complaints, even after nerfing that pyros are in fact *overpowered*. Flamethrower flames are not lag compensated, so to use them really requires you to lead your target. If you are able to do so, a sustained burn will take out virtually anyone short of heavies and overhealed soldiers/demomen/other pyros in short order before the can react. Mechanically the flamethrower may be weak but there are a lot of other factors that contribute to its deadliness. Flames almost universally cause people to panic when struck with them and they then search for ways to counter the burn, making them an open target. The flamethrower also never needs reloading, and has a generous capacity to boot. Combined with the previous factor, a burning target often wastes ammunition due to panic or obscured vision, and when they reload they're an open target. Lastly, the airblast can be used to hamper enemy movement, making them yet again an open target. A flamethrower in skilled hands can often dominate entire matches. Also, two more things: the flamethrower can fire around corners (extremely useful for attacking entrenched engineers), and is the single best tool in the game to uncover enemy spies.

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*** ''YourMileageMayVary''. There are often complaints, even after nerfing that pyros are in fact *overpowered*. Flamethrower flames are not lag compensated, so to use them really requires you to lead your target. If you are able to do so, a sustained burn will take out virtually anyone short of heavies and overhealed soldiers/demomen/other pyros in short order before the they can react. Mechanically the flamethrower may be weak but there are a lot of other factors that contribute to its deadliness. Flames almost universally cause people to panic when struck with them and they then search for ways to counter the burn, making them an open target. The flamethrower also never needs reloading, and has a generous capacity to boot. Combined with the previous factor, a burning target often wastes ammunition due to panic or obscured vision, and when they reload they're an open target. Lastly, the airblast can be used to hamper enemy movement, making them yet again an open target. A flamethrower in skilled hands can often dominate entire matches. Also, two more things: the flamethrower can fire around corners (extremely useful for attacking entrenched engineers), and is the single best tool in the game to uncover enemy spies.spies (which are often even more annoying and devastating than pyros can be).

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** The Pyro has firmly ensconced itself at the bottom of the class tier in ''TeamFortress2'' as well. Its flamethrower's DPS is relatively pathetic (the Medic's syringe gun is actually more powerful). There are approximately half a dozen different ways to counter its afterburn effect, and the bleeding effect recently introduced on new Sniper and Engineer secondary weapons means that the Pyro's afterburn ability is not only no longer unique but actually inferior. All of the Pyro's supposed specialties (such as ambushing, close combat, and damage over time) are now done better by other classes, and success in these roles as the Pyro usually requires a fair amount of luck or exceptionally unskilled opponents, leaving the Pyro as little more than an irritation to the enemy and a support/utility asset to his teammates. Many players now see focusing on the flamethrower's secondary compression air blast ability (triggered by the right mouse button) as the "proper" way of playing the Pyro, and this belief is encouraged by recent patches which have made the air blast more powerful even as actual flame damage has been nerfed.

to:

** The Pyro has firmly ensconced itself at the bottom of the class tier in ''TeamFortress2'' as well. Its flamethrower's DPS is relatively pathetic (the Medic's syringe gun is actually more powerful). There are approximately half a dozen different ways to counter its afterburn effect, and the bleeding effect recently introduced on new Sniper and Engineer secondary weapons means that the Pyro's afterburn ability is not only no longer unique but actually inferior. All of the Pyro's supposed specialties (such as ambushing, close combat, and damage over time) are now done better by other classes, and success in these roles as the Pyro usually requires a fair amount of luck or exceptionally unskilled opponents, leaving the Pyro as little more than an irritation to the enemy and a support/utility asset to his teammates. Many players now see focusing on the flamethrower's secondary compression air blast ability (triggered by the right mouse button) as the "proper" way of playing the Pyro, and this belief is encouraged by recent patches which have made the air blast more powerful even as actual flame damage has been nerfed. nerfed.
*** ''YourMileageMayVary''. There are often complaints, even after nerfing that pyros are in fact *overpowered*. Flamethrower flames are not lag compensated, so to use them really requires you to lead your target. If you are able to do so, a sustained burn will take out virtually anyone short of heavies and overhealed soldiers/demomen/other pyros in short order before the can react. Mechanically the flamethrower may be weak but there are a lot of other factors that contribute to its deadliness. Flames almost universally cause people to panic when struck with them and they then search for ways to counter the burn, making them an open target. The flamethrower also never needs reloading, and has a generous capacity to boot. Combined with the previous factor, a burning target often wastes ammunition due to panic or obscured vision, and when they reload they're an open target. Lastly, the airblast can be used to hamper enemy movement, making them yet again an open target. A flamethrower in skilled hands can often dominate entire matches. Also, two more things: the flamethrower can fire around corners (extremely useful for attacking entrenched engineers), and is the single best tool in the game to uncover enemy spies.
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* 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.

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* CombatMission ''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.
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* 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.
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** It is however, ''beautifully'' averted in Tools of Destruction; the Pyro Blaster has high damage, a decent range (which you can upgrade) the ammo consumption is quite reasonable, and it evolves into a [[BeyondtheImpossible double barrelled flamethrower.]]
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* {{Contra}} Shattered Soldier has a flamethrower among its weapons. It's normal shot lacks range and spread, but has the high rate of fire, since it's a constant stream of fire, making it possible for skilled players to chew up everything up to bosses in half the time it would take with other guns. Its charged shot is ball of fire, that not only has the highest damage per shot, but also pierces, making it possible to hit several targets in a row. The flamethrower is not just useful, but both AwesomeYetPractical enough to be your main weapon, as a highly precise, controllable weapon, while leaving the Machine Gun and Spread Gun for situational use.
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Wasn't jet fuel... and doesn't make sense anyway so it's a Hand Wave


** That's because it was modified to fire ''jet fuel''. The Russians you run into just before you meet The Fury also weild flamethrowers, though theirs are just normal. Still, they can do alot of damage.

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** That's because it was [[HandWave modified to fire ''jet fuel''.''rocket fuel'']]. The Russians you run into just before you meet The Fury also weild flamethrowers, though theirs are just normal. Still, they can do alot of damage.
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** 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.
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* In the 2009 ''AlienVsPredator'' game 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.

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** It should be noted that the "flamethrower" is called a blowtorch (Explaining the tiny range), and is pretty much one
** Worms: Armageddon features an actual flamethrower that squirts napalm over a short-medium range. It's highly effective in torturing worms cornered in tight spaces, less so in windy circumstances.
of the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.

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** It should be noted that the "flamethrower" is called a blowtorch (Explaining the tiny range), and is pretty much one
one of the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.
** Worms: Armageddon features an actual flamethrower that squirts napalm over a short-medium range. It's highly effective in torturing worms cornered in tight spaces, less so in windy circumstances.
of
circumstances. In the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.open, worms tend to just skip and bounce over the burning fluid.

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** It should be noted that the "flamethrower" is called a blowtorch (Explaining the tiny range), and is pretty much one of the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.

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** It should be noted that the "flamethrower" is called a blowtorch (Explaining the tiny range), and is pretty much one one
** Worms: Armageddon features an actual flamethrower that squirts napalm over a short-medium range. It's highly effective in torturing worms cornered in tight spaces, less so in windy circumstances.
of the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.

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----* The ''MetalSlug'' series flamethrower is one of the better special weapons. While its range is relatively short, it does great damage and can take out some fairly tough enemies in one shot. The flame is also quite large and capable of toasting multiple enemies.
* Flamers are quite common in ''DawnOfWar,'' in keeping with the ''{{Warhammer 40000}}'' setting. While lacking the long range of other heavy weapons, they are very good for breaking enemy morale. The Inferno Cannon on Imperial Guard Hellhound is especially good.
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* Thumper's signature weapon in Twisted Metal 2 is a flamethrower, and the strongest special in the game. Even the final boss takes huge amounts of damage from it.
* The secret transformation in [[BanjoKazooie Banjo-Tooie]] is Dragon Kazooie, which transforms your awesome bird buddy into an [[InstantAwesomeJustAddDragons even more awesome dragon]], replacing your nearly useless standing peck attack with a constant stream of fire. You can't run around while blowing flame, but you can rotate and fry anything within range of the attack. It can kill pretty much any [[{{Mooks}} minor baddie]] flawlessly, as they'll generally charge at you mindlessly, right into the fire. Of course, most minor enemies in the game aren't much of a threat to begin with, but it's fun to set a bunch of monsters on fire and [[VideogameCrueltyPotential watch as they run around screaming and flailing their arms while on fire]].

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** That's because it was modified to fire ''jet fuel''. The Russians you run into just before you meet The Fury also weild flamethrowers, though theirs are just normal. Still, they can do alot of damage.
* Thumper's signature weapon in Twisted Metal 2 is a flamethrower, and the strongest special in the game. Even the final boss takes huge amounts of damage from it.
* The secret transformation in [[BanjoKazooie Banjo-Tooie]] is Dragon Kazooie, which transforms your awesome bird buddy into an [[InstantAwesomeJustAddDragons even more awesome dragon]], replacing your nearly useless standing peck attack with a constant stream of fire. You can't run around while blowing flame, but you can rotate and fry anything within range of the attack. It can kill pretty much any [[{{Mooks}} minor baddie]] flawlessly, as they'll generally charge at you mindlessly, right into the fire. fire. Of course, most minor enemies in the game aren't much of a threat to begin with, but it's fun to set a bunch of monsters on fire and [[VideogameCrueltyPotential watch as they run around screaming and flailing their arms while on fire]].
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** That said, it is far, ''far'' more effective against Ivies then any of Leon's other weapons, including his upgraded magnum.
** Resident Evil (and it's remake) also have a pair of flamethrowers, that Chris uses (if only to get throw a pair of doors at the very least), and a broken one that Jill comes across. Barry will find one to use against Plant 42 if Jill gets caught up in it's vines.

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* In the original ''CommandAndConquer'', Nod's flamethrower infantry were very good at killing infantry. Including their own, and themselves; the fire was exceptionally "friendly", and the soldiers had no qualms about firing over their friends on the front ranks. Against vehicles, they're fairly useless.
** Flame TANKS, on the other hand, were just wicked awesome.


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** It should be noted that the "flamethrower" is called a blowtorch (Explaining the tiny range), and is pretty much one of the best tools for digging yourself a hidey-hole. Yannow, if you're that sort of player.
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** ''Hearts'' focus on comboing means two things for the mid-range-reaching Flame Gun: First, it's a good way to put a few free hits on a large slice of the field, and second, it's ''really'' annoying if an enemy gets you in it while you're trying to close in, because each hit knocks you back slightly.

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