So I experienced this with Sunderland's dual-flamer build last night.
Chemspray can only do so much. I was sprinting back and forth, keeping the Hull and Balloon impervious while trying to repair stuff.
It. Was. Not. A. Fun. Time.
I missed one (1) spray on the hull (repairing the balloon) and instant 20 stack. Armor dispersed right quick since Chemspray is terrible at actually fighting fire.
With the guns on fire.
And engines.
And Balloon.
If anyone had been doing actual damage to us, we'd of bit it.
However noone was (thankfully) except for Sundy trying to ram. Ships are slower than bullets is all I have to say to that.
Point being, even a Hawacha or Carronade fish doesn't have much killing power. They are support ships, just like a fire-ship. In a game about teamwork, the flamer is a great panic weapon (never underestimate the chaotic might of panic) which will draw the engineers either away from important parts, or knock the guns down for a bit.
Every weapon has a tactical application. Some require you to be more... creative with your positioning.
Basically like any other weapon out there? Many of which don't have a pathetic range and no direct counter like a chem spray?
The mallet and spanner disagree with this statement.
Hull buffs also disagree with this statement.
Fire is super aggravating as an engineer. It makes me work 150% harder.
It's not nearly as easy to apply as a Hawacha, but sweeping a flamer over a ship is super effective.
Granted, if you're letting the enemy get close enough to flame, you a probably doing it wrong, but that's just one school of thought. Lumberjacks and other heavy weapons are easy enough to snipe and take super long to rebuild. But yeah, the flamer probably doesn't have the raw DPS or DPC of those weapons. It's not really designed to though, is it?
If you don't like the flamer, don't use it.