A Guide to Flame Trooper!!

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TopeyDopey
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A Guide to Flame Trooper!!

Post by TopeyDopey » 10 Feb 2018, 01:16

Welcome to this bag crap guide where we will take a look on how to be a Flame Trooper on the field and not burn our Squad Leader:
1. First we have to know our baby, The M240 Incinerator Unit!
-You will get the flamethrower by your SL! No Squad leader? Ask another squad!, SO you got your brand new M240 Incinerator Unit! Ask Squad Leader to give you some tanks! if you're a normal Squad Marine then maybe ask for like 4 Incinerator Tanks or less if you want. Head To RO and ask for a Magnetic Harness! So you don't lose your baby when you get hit by those pesky balls zenomorph!
-How to use the flamethrower? Just put a Incinerator Tanks in it and press the Unique Action Button And a small fire lighter will lit up! Then all you have to do is Aim at a Zeno and shoot it with your hell fire burning flames. The range of your M240 is 5 tiles of flames so anything that get in that range, You can burn it to hell
2. The loadout:
-If you bring 4 Incinerator Tanks, then you gotta have some kind of mark so you know which tanks is empty, Just put your "Tramadol Injector" in it at last of the line of your satchel and when you are empty, put the empty tank in your suit storage and take another tank in your satchel and load it in then put the empty tank behide the tramadol injecter in the satchel so you know it's empty! Do it for all the empty tanks.
-You will sure Friendly Fire some marines on the field with your gawg jesus hell fire spraying flamethrower so bring a fire extinguisher with you so you can quickly put out the fire on the marine.
-If you are going to be a flame trooper, Dump the ammo belt and replace it with a M4A3 Holster, Put red dot sight and extended barrel on it with some AP so you can shoot things with it when you're dragging a marine or attack long range spitter that is out of your's flamethrower range (recommend bring incendiary magazine to lit zeno up)
-If you can! Ask your SL to have his backup SL armor! It's stronger than your's normal armor so ask it if you can
3. Objective oF being a flame trooper:
Your's Objective is usually burn and scare zeno off since zeno very panic when they are on fire and will run to seek some weed
-In the front line! Crusher zeno will try to charge your barricade which is the barrier between you and them so when they charge! lit them on fire to teach them who is the gawg jesus here!
-Try not to move to the direction you're firing at! You will usually get lit on fire which is suck!
-Make sure to bring a tricorzine injector which can be found at Medbay or those Small Medical Cabinet that is on the wall, Those can cure brute and burn so if you just got attacked by a zeno and just lit yourself on fire and there is no medics around, stim one of those so you'll get better and find a medic
-Small target like Runner,Hunter,Drone, when lit on fire they usually enter the critical stage after a while so if they're on weed they can recover and get backup then, If there is some marines with you, Go ahead and find that zeno that just ran away from you, not very far away... and make a confirm kill! (Do this at your own risk)
-You're good at taking out weeds so if there is a giant area with sticky purple weed on each other, Burn them! normal marines take a pretty good amount of time to clear them out so give them a hand!
-Zeno Eggs! Try take them out around 3-4 tile away! they are dangerous to your marines so burn them!!!
-Ask medic or doctor for a healthmate HUD so you can see health of a marine so if you see a marine that is being attacked by zeno and dragging away, you know should you lit the guy up with the zeno going with him or not (sometime if i see the guy is heavily wounded i will burn him along with the zeno, Either way he is gonna die but he might enter a dead stage where medic can defib him, Might save him) :thumbup:
Unga Dunga tips: find a hand labeler and name your flamethrower: (Name), Example! (Daniel Recker's Bae) so you don't lose your flamethrower by sum unga dunga
So i guess this the end of this shit ball cock gawg jesus guide... Have a good day and go burn those zenos with the tips and helps that i gave you, Hope its work on the battlefield and save your's life and your team mate lives!
Happy Burning and Happy Hunting!
Note: This guide maybe have some grammar issue and feels free to comment down what is incorrect about this guide! Cheers bois!
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Last edited by TopeyDopey on 10 Feb 2018, 01:39, edited 1 time in total.
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Anoonki
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Re: A Guide to Flame Trooper!!

Post by Anoonki » 10 Feb 2018, 01:30

Guide's alright, but I strongly reccomend against actually trying to use the M4A3 as an offensive or defensive weapon.

In the place of the holster rig, just take an M4A3, put it on your belt slot (No holster), and put a rail-light on it, to give you improved vision, then commit entirely to use of the M240.

Any xeno that sees you bouncing 9mm off them is just going to run you down, assuming you're not surrounded by marines, in which case they'd run from the marines with rifles, instead of the guy choosing to use an M4A3 as a weapon.(Even with incendiary ammo, they usually won't notice they're on fire until after they've killed you, then they tend to burn to death.)
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TopeyDopey
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Re: A Guide to Flame Trooper!!

Post by TopeyDopey » 10 Feb 2018, 01:37

Ano wrote:
10 Feb 2018, 01:30
Guide's alright, but I strongly reccomend against actually trying to use the M4A3 as an offensive or defensive weapon.

In the place of the holster rig, just take an M4A3, put it on your belt slot (No holster), and put a rail-light on it, to give you improved vision, then commit entirely to use of the M240.

Any xeno that sees you bouncing 9mm off them is just going to run you down, assuming you're not surrounded by marines, in which case they'd run from the marines with rifles, instead of the guy choosing to use an M4A3 as a weapon.(Even with incendiary ammo, they usually won't notice they're on fire until after they've killed you, then they tend to burn to death.)
But then how would you couter spitter from long range
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Re: A Guide to Flame Trooper!!

Post by JennerH » 10 Feb 2018, 01:48

I name it spicer, so if you see one called that its mine!

but my ideal flamer loadout is a normal M41A with red dot and maybe an extended barrel with AP, and in the satchel I have spare tanks and a fire extinguisher. I put a rail light on the flamer so on matter what I get the extra view distance AND I can hardcounter anything with range, fire immunity, ect. It's a great push loadout, as long as friendlies keep up with you
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Re: A Guide to Flame Trooper!!

Post by YourNeutralness » 10 Feb 2018, 02:16

Jenner wrote:
10 Feb 2018, 01:48
I name it spicer, so if you see one called that its mine!

but my ideal flamer loadout is a normal M41A with red dot and maybe an extended barrel with AP, and in the satchel I have spare tanks and a fire extinguisher. I put a rail light on the flamer so on matter what I get the extra view distance AND I can hardcounter anything with range, fire immunity, ect. It's a great push loadout, as long as friendlies keep up with you
Isn't the extra view distance a little bit pointless for the flamethrower given its limited range? I would go for the mag harness every time personally.

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Re: A Guide to Flame Trooper!!

Post by Skimmy2 » 10 Feb 2018, 02:35

I personally always go with rail light as SL with flammer, though I also have a bad habit of losing mag harnessed weapons so that's just me.
Otherwise, guide's in order, just support everyone else with rifles and bring the heat.
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Anoonki
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Re: A Guide to Flame Trooper!!

Post by Anoonki » 10 Feb 2018, 02:53

TopeyDopey wrote:
10 Feb 2018, 01:37
But then how would you couter spitter from long range
Being able to see out to the edge of your screen (almost) > Bouncing 3% health damage shots off a spitter who'll stun you in one shot anyways, plus you can just rush up and try to toast him, or run back to people with rifles and let them work it out.
YourNeutralness wrote:
10 Feb 2018, 02:16
Isn't the extra view distance a little bit pointless for the flamethrower given its limited range? I would go for the mag harness every time personally.
No, because seeing hunters and spitters before they stun and kill you gives you a chance to try to avoid it, which is important, though mag harnesses on the flamers are really good, which is why I recommended a belt-pistol light.
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Re: A Guide to Flame Trooper!!

Post by JennerH » 10 Feb 2018, 03:13

YourNeutralness wrote:
10 Feb 2018, 02:16
Isn't the extra view distance a little bit pointless for the flamethrower given its limited range? I would go for the mag harness every time personally.
its for the pulse rifle really, but also it lets me see charging crushers that much sooner and spot targets of oportunity I'd otherwise miss
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Re: A Guide to Flame Trooper!!

Post by Sulaboy » 10 Feb 2018, 03:31

I always have a bit of trouble coming up with a proper flames loadout. You take an IMP bag for the space for your tanks, a satchel could work it if you are dropping your belt for a side arm then you probably need the back pack for ammo. My loadout would probably be a imp backpack holding tanks and a m44 revolver with its holster. The m44 has some alright damage. The incinerator is such a supportive weapon. I might have to try bringing the flame my next round I play.
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