For me, currently the gun is very frustrating to play against to the point where it isn't any fun to play the game anymore. I know some people are upset about this "balance" but i believe it was a bug fix to be specific followed by some nerfs to keep it from getting to out of hand. I did like its old niche uses and wouldn't mind playing with the old flamer (even if we nerfed new flamer to being like the old one)
Things I've noticed/ideas :
- I can only run chem spray and the 20s chem provides doesn't feel long enough for my routes on most ships specifically when things start breaking, but buffing chem sprays timer would just mean you take flamer for damage instead of for flames against well organized ships.
-the ignition chance + rate of fire is crazy to where if it isn't chem sprayed for more then three seconds it might just be dead. reducing ignition chance would be a nice breather but once you do that you couldn't reduce clip size or else you lose reliable fire starter. i.e. flipping a quarter 100 times is gonna be closer to 50/50 results then flipping it 10. hitting a part x times in a row to start a fire could be viable, but don't know how you would work that in or work with it
-6 aoe seems to be large to me, my entire ships seems to light on fire in seconds
-the nature of fire damage itself is jack of all trades with the capability to disable all components so a gun that is strong with it is gonna be on a lot of ships. Nerfing fire damage would also weaken hades, but not banshee which wouldn't be the worst result.
-I've seen the gun hit outside of the flame's visuals by spectating matches not sure if this is lesmok and visuals not lining up or something else
-there is no escape for certain ships once the flames are in range due to either speed or the ships build (compact size) : spire, mobula, galleon, junker. even the natural vertical or turning motions of these ships don't seem to help much once the flamers start chipping engines and balloon.
- haven't run any gunners, we need more chem spray with out losing rebuild power and heatsink leaves a gun vulnerable for 4+ seconds. having heatsink prevent fires during the reload after firing would be nice, but could just mean flamers + heatsink + only engis
-I haven't played to much with it and I don't think I will be doing so much more till there is a fix