Board Thread:Suggestions/@comment-26889982-20190210165517

The flamethrower is in a bad spot right now. Here is why:

Does nothing to a ticker and elemental

Edgar shouldn't need explaining

Brutes are too much of a powerhouse to be killed by this thing

Diggers have too much health to be killed before you get harmed by them, so nearly everytime you engage one you will be hit

The only thing that is good about this weapon is that it kills leapers and common zombies very well.

The problem is that this is a primary weapon, and it should be able to take care of most zombies instead of just taking care of two of them well.

The Solution

I have a few ideas to buff this thing into a better spot:

Increase the range(near doubled) so it can make engaging brutes not become a suicide mission and put up a better fight against diggers

Make it damage tickers 

No real reason why it shouldn't damage tickers at all

Add another effect other than burn

A flamethrower should hinder a zombies progression towards survivors in some way(for example there could be an airblast like how the pyro has in TF2), making zombies able to shrug off the flame and get a hit on a survivor before dying is too big of a con to the weapon.

Attatchments

The flamethrower is one of the most lacking weapons in customization in R2DA, it should have more customization(for example there could be an attatchment that deals extra damage to zombies at the cost of total ammunition).

TL;DR- The flamethrower only does well against two zombies, it needs some sort of buff to compete with other primaries.  