I've played a single match and I've made some tests in the sandbox with the new flamethrower. My opinion is that yes, flamethrower right now is op, but it doesn't mean that you can't beat someone using it, but surely you need a damn good crew to best it. I don't think the flamer must be nerfed like it was before, I like how it has become a useful gun, but something must be done.
Right now I think the DPS is the main problem of the flamer, it takes down hull armor too fast (and of course at the same time it disable everything, basically it's a weapon that does everything xD).
There are a lot of suggestion that could balance things back, like this one:
Might I suggest the buffing of the chem spray duration, along with the amount of firestacks it removes (i.e 4 instead of 3)?
I personally think that reducing the ammo of the flamer as long with is recharge time could rebalance things a bit, because it gives engeneers some time to counter the fires.
I preatty much agree with Skrimskraw.
so lets say you chemspray your entire ship, ok you are immune, then suddenly chemspray wears off, if your engineer is not there on the spot at the moment to renew it you are screwed: 20 stacks incoming fast and your component is down, repairing it takes time and meanwhile your other ship parts catches fire and you are now under completely lockdown by 2 flamethrowers that never stops shooting.
are we to put chemspray on our gunners, and have chemspray on all engineers? that seems to be the only solution here if you end up in a brawl with these double flamers.
the second you start shooting back, some part of your ship loses chemspray and catches fire, you either go full dps and try to get the kill, which you wont due to the fact that your guns will soon be useless. Or you go full defense and die anyway.