Suggestion: Improved Flamethrower Damage for NPC's.
Flametroopers do next to no damage to NPC's such as 21st and Rebels. This is because they do not have a % bar and cannot take burn damage. Make it so the actual flames do damage to NPC's and burn is lowered preferably.
This could be fixed by either giving the FT a better gun than the E-11 as this takes a mag and a half to kill NPC's with no % bar, or buffing Flamethrower damage.
How will this affect the server?: this would balance flametrooper as a whole as Flametroopers are now to stay away from transport in missions for 224th. Flametroopers are fromtline units, and without that damage buff to NPC's their kit is essentially useless since we are now to stay away from transport. Not many people play Flametrooper but it would help the sun-division out a lot.
Additional Notes/Relevant Links: Incendiary grenades also do next to no damage due to there being no burn damage on them.
Flametroopers do next to no damage to NPC's such as 21st and Rebels. This is because they do not have a % bar and cannot take burn damage. Make it so the actual flames do damage to NPC's and burn is lowered preferably.
This could be fixed by either giving the FT a better gun than the E-11 as this takes a mag and a half to kill NPC's with no % bar, or buffing Flamethrower damage.
How will this affect the server?: this would balance flametrooper as a whole as Flametroopers are now to stay away from transport in missions for 224th. Flametroopers are fromtline units, and without that damage buff to NPC's their kit is essentially useless since we are now to stay away from transport. Not many people play Flametrooper but it would help the sun-division out a lot.
Additional Notes/Relevant Links: Incendiary grenades also do next to no damage due to there being no burn damage on them.
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