fire is a deterrant for jedi to back off
bout all i think of it as
that's if they dont speed at ya
maybe i'd like to see a fuel consumption buff or seperate system idk - i aint paying 10 for 3-5s of flame that reduced my jet fuel by almost a quarter
I couldn't think of any others. so its 3 of 4. You included concussion generates which makes it 4 of 5. I don't consider bottom 2 positions one of the best.Well, one of the best. You named three others, and admit it's better than one of them. So it's in the top 3 then, according to you? I think that's pretty good, that's literally 'one of the best'. Also like poison, it needs to be used right. If a BH poison a jedi when they're too close, they can still slash the BH and might have all the FP they need to kill the BH, unless they can move/aim/kick well.
Cortosis also gets completely messed up by a good 3-hit combo which can be done in 1.5 seconds unless the SBD hits the jedi really well during that moment or before they can even connect the first hit. Still kind of a crutch, but not a complete one either.
There's also concussion grenades. I think it's one of the best ones too. Though it can be outranged and anticipated by really good jedi. Generally better than the flamethrower though. But none of these make the flamethrower weak or useless. Especially when the point cost-resource cost-usefulness ratio actually favors the flamethrower out of all these examples.
As explained by other users and partially by myself in this thread, the flamethrower forces a jedi on the move. To pull back or to push forward. Making your opponent move where you might want them to move, or risk taking a lot of damage, that's a powerful tool if you follow it up right.
Even if they simply try to roll to extinguish the flames quickly to deny the DPS, that alone makes them easier to blast at for a short while. A jedi rushing through flames will be open for a counter-attack.
A jedi retreating may save a teammate and put distance between you and your teammates and the jedi that you need, but not too much, just enough to be safer for a moment longer to lower their FP with blaster fire.
I couldn't think of any others. so its 3 of 4. You included concussion generates which makes it 4 of 5. I don't consider bottom 2 positions one of the best.
It should do no damage but instantly set anyone in range on fire. Thats what it did to Mace Windu and this is MOVIE BATTLES after all. Also it would work as real crowd control.
That's fair a lot of abilities could be used against Jedi. my viewpoint is really around spending points to counter a specific class or skill. I think flame thrower is not a good value prop for 10 points against a Jedi. I've only noticed it to be effective against novice/noob Jedi who just stand in the flame. Against strong Jedi players I've struggled to use the weapon effectively in 1:1 combat. Im interested how you would play that situation. Maybe I can learn a few things.Fire grenades, especially now since instant secondary sets jedi on fire. Does the same thing, easier to anticipate and counter, costs more. Worse than der Flammenwerfer
Crouch kick? BH kick? Tracking darts and Advanced Logic ruining MT? What do we count as anti-jedi here, how general does it have to be. Do anti-sith weapons and mechanics count?
I'm not gonna waste further time creating anti-jedi/sith tierlists of every weapon in the game to convince out out of a bias. You can do that yourself.
I think this would completely change what the flamethrower is about, it would almost always force the jedi to back off. Or go in for the kill but always lose a certain amount of HP from an encounter with a mando. It would also require a cooldown or a big fuel consumption to balance. I think cooldowns are a poor, artificial way of creating tactical gameplay and we need as few of those as possible. Fuel consumption is already a limitation for mandalorians including the flamethrower in their builds.
I'm open for more abilities that can alter or improve the flamethrower but I don't think it needs a rework or an outright buff.
Against strong Jedi players I've struggled to use the weapon effectively in 1:1 combat. Im interested how you would play that situation. Maybe I can learn a few things.
I feel like the flamethrower is designed to stop jedi getting into saber distance so if you're not using it to deter jedi at this range then there might be an issue with how useful/dangerous the flamethrower is?I stop using the flamethrower when the jedi is around a saber's length away to give me enough time to either shoot at him with an EE-3 quickscope or to fly away.
+100 this is how I feel vs strong Jedi. The flow chart is below. Maybe I need to add some new logic into my chartit sucks that wrist laser was nerfed because now there's not even an alternative to flamethrower, which is more of a smokescreen annoyance than something that actively deters jedi. can't remember the last time I set a jedi on fire because the jedi will either retreat immediately, or more likely rush me down as flamethrower doesn't damage FP, does insignificant damage, and slows me to crouching speed. In extended fights the flamethrower also eats through fuel bar which mando prefers to use for jetpack