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Thread: A Short Guide to Flamethrowers

  1. #1
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    A Short Guide to Flamethrowers

    PREFACE:The flamethrower in context of CM-SS13(tm) is a an unconventional weapon for the marines, as such most marines isn't as familiar with it as they are with the M41A pulse rifle or the M37 pump shotgun, it can be used to fight xenos but you should not use it as an only weapon with its limited range and shortcomings such as the wield delay, fire rate, and how flames in general is a double edged sword. This guide aims to explains the common tactical uses of flamethrower, whether in an offensive or in defensive positions as seen in the game.
    ATTENTION
    -BE VERY CAREFUL ON USING FLAMETHROWERS NEAR CLAYMORES IF YOU VALUE THE LIFE OF OTHER MARINES AND YOUR OWN.
    -CARRYING AN EXTINGUISHER IS HIGHLY RECOMMENDED WHILE OPERATING ONE (Make sure the extinguisher safety is off.)
    -LIT UP YOUR FLAMER USING UNIQUE ACTION BEFORE TRYING TO USE IT
    -RAVAGERS ARE FIREPROOF
    -QUEENS ARE FIREPROOF
    -XENOS THAT DRAG MARINES INTO FIRE WILL BE SET ON FIRE
    -FLAMES CAN GO THROUGH GIRDERS AND CARGO CONTAINERS
    -IF YOU ARE SET ON FIRE, STAY CALM AND GET AN EXTINGUISHER OR TAKE OFF YOUR UNIFORM TO COOL DOWN FASTER AND RESIST TO ROLL ON THE FLOOR.

    Tactically the flamer can be used for:
    -On defense: Blocking off paths temporarily, giving engineers time to set up cades.
    -On offense: Clearing sticky resin fields in a timely manner, be wary of wasting napalm on doing this.
    -On offense: Forcing a lit xeno to run away.
    -On defense: Flaming gas clouds to catch xenos that run into the cloud on fire.
    -On defense: Flaming a line of cades to prevent xenos from running into the cades to slash them.
    -As temporary cover: Due to most xenos needing to be in melee range to slash you, the flamer can be used to erect a temporary cover by making artificial chokepoints with the flame.
    -Anti hugger rush: Face huggers on a xenomorph hand dies if the xeno is on fire, even if it's just welder fire, use flames on a screeching queen to prevent a carrier combo.
    Bad use for flamer:
    -Blocking marine pushes unless extinguished.
    -Against fireproof xenos in general.
    -More lethal (in general) friendly fire than any other weapon.

    FUEL TYPES
    FUELS CANNOT BE MIXED
    NAPALM: Lasts for more than ten seconds, 5 tile range, LETHAL, will kill a human in less than a minute if they are not extinguished. The pyro spec carries a backpack with 500 unit of these, ask them for refills.
    GEL: THE fuel to use for offensive pushes, the flames only lasts up to 3 seconds and it has the range of 7 tiles. Direct hits with these still burns xenos and the short burn time means you can clear sticky resin with it in no time.
    WELDER (DARKER TINT THAN NAPALM): Lasts for about less than ten seconds, 4 tile range, is nowhere as lethal as napalm, VERY useful on offensives by clearing sticky resin due to its short burn time and general availability, almost useless on defense other than scaring xenos away.
    X (BLUE) FUEL: Lasts for about a minute, 7 tile range, VERY LETHAL, excellent for pushes or blocking very narrow paths.
    B (GREEN) FUEL: Lasts for about a minute, 4 tile range, however, the flames spreads to adjacent tiles, as lethal as welder fuel, excellent for defenses and delaying xenos.

    TYPES OF FLAMETHROWERS AVAILABLE TO THE USCM
    M240 Incinerator Unit: The regular flamethrower, can use napalm and welder fuel in a 60 tile worth of flames incinerator tank which can be refilled on the pyro spec backpack for napalm or fuel tanks for welder fuel.
    Miniflamer: An attachment for M41s, M37s, and most two handed miscellaneous weapons barring SMGs, can ONLY SHOOTS OUT WELDER FUEL, can be fueled with incinerator tanks (converts napalm into welder fuel), and welderpacks, cannot refuel directly from fuel tanks, EXCELLENT FOR CLEARING STICKY RESIN due to the short burn time of welder fuel and its availability, nearly useless on defense due to welder fuel use.
    M240-T: Same as the regular version, but can take X,B, and large (100 fuel) tanks, can only be used by the pyro spec.

    As such, the flamethrower is mostly an defensive tool rather than an offensive one, however it does have use on being offensive albeit it can easily backfire on marines.
    Last edited by Ttly; 06-09-2019 at 05:07 PM.

  2. #2
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    Can I add to this - very useful for cutting off a xeno that runs forward, preventing retreat and reinforcements. Similarly flame boiler clouds to stop xenos using them as cover

    Good idea is to leave a small passage through when flaming. Its easier for slow marines to thread the needle, but for xenos they have to run through the flame or slow down to go through the gap - which is also predictable and will get them shot more. You can essentially make chokepoints that don't prevent sight or covering fire

    For a similar reason they are great for dealing with harrassing runners

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