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View Poll Results: Is the flame specialist woefully underpowered by comparison to the other choices?

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  • Yes

    27 67.50%
  • No

    5 12.50%
  • On the fence

    8 20.00%
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Thread: Flame specialist,Burn or Bust?

  1. #11
    Senior Member
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    The tank is currently a better Pyro spec than the Pyro.

    Tank suffers no damage from the flames it spreads, it fires blue flames in a 3x3 blob each shot, and has a large ammo count without having to reload.

    Pyro has to reload occasionally, straight line, and he can't step in his OWN FIRE without rapidly going into pain crit from burn damage.

    I am fine with immunity on xenos, otherwise Pyro spec is too powerful. But the fact that the Pyro spec isn't immune to his own fire and his limited options with said fire makes it such a shit spec role that if you see ANYONE pick it, you know 100% its their first time being a spec and they failed the cryo rush.

  2. #12
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    If pyro had his armor actually work thatd be good. Raise temperature abit slower than normal while on fire instead of instant damage through a fireproof suit would be realistic and make pyro 100%. A flame spewing boi when can chase through and deny areas without fearing killing himself in 10 seconds.

  3. #13
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    Give them something that lets them see in the dark like most other specs and smartgunners, increase the flame resistance further, give them a phosphorus or napalm shot that actually sticks to the target and does a set amount of DoT and cannot be extinguished except by acid (napalm burns under water right?) and have their flame tiles also remove weed from any adjacent tile. Now you have a flame specialist.

  4. #14
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    Quote Originally Posted by Ausrine View Post
    Give them something that lets them see in the dark like most other specs and smartgunners, increase the flame resistance further, give them a phosphorus or napalm shot that actually sticks to the target and does a set amount of DoT and cannot be extinguished except by acid (napalm burns under water right?) and have their flame tiles also remove weed from any adjacent tile. Now you have a flame specialist.
    This sounds amazing. +1 But yes, flame spec needs at least TOTAL IMMUNITY to napalm. It doesn't take very long to go into paincit or red after walking on your own flames, which is really fucking stupid.

  5. #15
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    Perhaps instead of their armour doing that alone they get a unique item; some sort of spray that applies a buff (to themselves and no potentially others) that drastically reduces fire damage. Essentially, they dowse themselves with a fire resistant liquid and this applies a buff (like an order) for perhaps a minute that halves or more fire damage.

    Give them one lot automatically, perhaps five shots of one minute each, and allow them to buy one or two more at their vendor. Maybe allow a SL to buy this too.

    The item will work better on flamer specs due to their armour. I.e. if they already resist 50% fire damage then they resist a further 50% of the actual fire damage - 75% cumulative reduction. Spraying it on a PFC would only be 50%. I believe something like this exists in real life too, so it would make some sense lore wise for there to be an item like this.

    What do you think Rocco?

  6. #16
    Senior Member AlbertBlackwell's Avatar
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    give them a blob
    Chaotic puppet-master from hell

  7. #17
    Senior Member Dreven's Avatar
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    Heres an idea, make fire spread across weeds/resin and the Pyro can be an actual hive clearing siege specialist

    Also remove the Queen and Ravagers goofy immunity to fire, its a ridiculous hard counter and doesent even make sense. Maybe make them immune to catching on fire but they should still definitely take damage walking through it

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