{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=Flamethrower","version":1,"mos":"Flamethrower","slug":"the-flamethrower-played","title":"The Flamethrower, played","modes":[],"ranks":[],"skills":["Napalm","Napalm","FuelDischarge"],"sis":[{"num":4},{"num":5},{"num":7},{"num":21},{"num":29}],"blocks":[{"type":"markdown","text":"The Flamethrower's game, top to bottom. One class runs on fuel instead of magazines: 700 of it at the drop, one per flame, and every flame that lands leaves a burn that keeps working after you have stepped back. Two of them per game at most."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**A point in Napalm**\n\nEach flame that lands puts a stack of [[skill:Napalm]] on the target, up to 12 of yours (24 with a second flamethrower). The community's page starts with Napalm 1 to 2, then [[skill:FuelDischarge]] 1."}],[{"type":"markdown","text":"# then\n**Fuel Discharge into the pack**\n\n[[skill:FuelDischarge]] hits a 40 degree cone 11 deep, skips allies, takes 2 armor and a quarter of the speed off everything in it for 10 s, and stacks your burn 2 times per level of the skill."}],[{"type":"markdown","text":"# always\n**Watch the fuel counter**\n\nThe flame spends 1 fuel every 0.17 s. A [[item:Magazines]] pack is 197 fuel to you, [[ability:FuelSynthesizer]] is 75 for 25 energy once you have Soldier Skills 2, and above 1,500 you start to slow down."}]]},{"type":"section","title":"Fuel","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Where it comes from\n- **700 at the drop.** The ammo panel shows fuel instead of rounds and magazines.\n- The weapon costs **1 fuel a shot**, one shot every 0.17 s: 700 fuel is a little under 2 minutes of continuous flame.\n- A use of [[item:Magazines]] adds **197 fuel** (the script credits 197, not 200).\n- {{ability:FuelSynthesizer}} · 25 energy · 55 s cooldown · **+75 fuel**. Needs [[skill:SoldierSkills]] 2: this is the class's level 2 ability, in place of the burst fire the riflemen get.\n- No magazine, so **no reload and no jam**: the jam roll skips the class, and so do the low ammo sound and the automatic reload."}],[{"type":"markdown","text":"# Too much of it\n- Above **1,500** fuel you are Encumbered: 85 % move speed.\n- Above **1,700**: half speed, and [[ability:Jump]] is off.\n- Above **2,000**: you cannot move or jump until you burn or drop some.\n- [[si:23]] moves the line to **2,400** (1.6 times) and hands you an [[item:AmmoCase]].\n- The squad list marks your fuel count when you are over the line."}],[{"type":"markdown","text":"# Handing it out\n- {{ability:DropMagazine}} · needs 200 fuel. Takes **200 fuel** off the counter and puts one charge on a [[item:Magazines]] pack in your bag (a new pack, or on the ground if the bag is full).\n- That charge is **3 magazines** to a rifleman, and 197 fuel back if you pick it up yourself."}]]}]},{"type":"markdown","text":"## The kit\n\n| Ability | Costs | Cooldown | What it does |\n|---|---:|---:|---|\n| {{skill:Napalm}} | | | Passive on every flame. Per stack, **3, 3.67, 4.33 or 5 damage every 0.2 s** for 6, 6.5, 7 or 7.5 s by level, plus the 4+2 to 9+9 initial hit the tooltip lists (the second number is against Armored). The tooltip says 20, 25 and 30 DPS; the effect data works out to 18.35, 21.65 and 25 a second per stack. 12 stacks from one flamethrower, 24 in all. |\n| {{skill:FuelDischarge}} `F` | 15/12/10/8 fuel + 85/80/75/70 energy | 18/17/16/15 s | 300/500/700/1,000 damage in a 40 degree cone 11 deep, cast from 10 range, 0.9 s to finish. +30 % against Armored, -20 % against Mechanical, -35 % against Heroic. Allies are not in the search. Puts 2/4/6/8 stacks of **your Napalm level** on everything hit, and a debuff: **-2 armor, 25 % slower, 10 s**. |\n| {{skill:PlasmaShield}} `E` | 90 energy | 30 s | 400/800/1,200/1,600 shields for 8/9/10/11 s, and, not in the tooltip, **+5 armor and +5 shield armor** while it lasts. The button is [[ability:PlasmaShieldbutton]]; the cost and cooldown are the same at every level. |\n| {{skill:GravitonCharge}} `R` | 90/85/80/75 energy | 30/28/26/24 s | Thrown to 14 range. Pulls what stands within **3.5** of the point at level 1, **5** at level 4, for **4/6/8/10 s**, harder each level. Skips massives and anything resistant; some jump out. Pulls allies too. |\n| {{ability:FuelSynthesizer}} `G` | 25 energy | 55 s | +75 fuel. Soldier Skills 2. |\n| {{ability:GenerateanIncendiaryGrenade}} | 60 fuel + 50 energy | 2 charges, one back every 50 s | Only with the [[item:M142Flamethrower\\|M142]] in the bag. 1.5 s later a grenade is loaded into its launcher, up to 5. |\n\nCosts and cooldowns are the map's ability data; the cone, the radii and the debuff are its effect and behaviour data. The keys are the map's own hotkey table."},{"type":"section","title":"The M142","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# What it changes\n- Two weapons exist for the class and nobody else can carry them: the [[item:M79Flamethrower]] (+1 range) and the [[item:M142Flamethrower]] (+2 range, and a grenade launcher). Both carry the same **+20 % ranged damage**: the item card in your bag says attack speed, the behaviour data modifies damage. They do not stack: the M79 bonus is switched off while an M142 is in the bag.\n- Picking the M142 up **swaps your weapon** for the M142 flame: same 12 (+/-2) damage and 1.8 splash, same 1 fuel a shot. Dropping it puts the base flame back. Both are the map's equip and unequip triggers.\n- **Where it is found.** A 1-in-3 roll on every Item Spawn 2 round: one round every 370 s, starting once the game is past its opening (the script switches the rounds on from Chapter 2 and from the Defend Thalim, Evacuation and Convoy missions; at 30 minutes in Survival, 15 in Infested; from the start in Competitive). The M79 is a 1-in-2 on the same rounds and always sits in weapon cache 1, next to a possible [[item:WeightReduction]]. The M142 is never in a cache."}],[{"type":"markdown","text":"# The launcher\n- Use the item on a point up to **30 range**, 2 s between shots, 5 grenades at most. The M142 arrives with 5 minus whatever the last owner fired.\n- Half a second later the grenade lands: a **300 (+/-25) blast** in a 3.65 radius (+35 against Biological, +20 against Light, -85 against Mechanical, -100 against Heroic), then **15 s of fire** (30 ticks, one every 0.5 s) that puts a stack of burn on every ground unit standing in it.\n- The burn is at **your Napalm level**. A thrown [[item:IncendiaryGrenade]] burns at level 1 only.\n- The blast and the flames take allies too: the launcher's search filters do not exclude them, and the thrown [[item:IncendiaryGrenade]]'s tooltip says the same of its own fire.\n- Refill it with {{ability:GenerateanIncendiaryGrenade}}: 60 fuel and 50 energy each, 2 stocked, one back every 50 s, and the button greys out while the launcher is full."}]]}]},{"type":"section","title":"What the community recommends","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Skill Identifiers\n- **[[si:4]] in every pair the page lists.** 205 energy, and every active in the kit costs energy; the page calls the class energy starved on higher difficulties.\n- Second, the page's picks: **[[si:5]]** (+2 range for the early stacks, and detection, in the page's words), **[[si:7]]** or **[[si:21]]** for kiting (+0.06, or +0.1 for 15 % life), and **[[si:29]]** to stack the burn faster (+25 % attack speed for 55 % of your life).\n- The page's own words on [[si:20]]: do not put it on this class, take Legion Born instead.\n- Not on the page but in the data: **[[si:23]]** is the only SI that touches fuel, 1,500 to 2,400 before you slow down.\n- The page also names Whiz Kid for a Fuel Discharge build. In the data [[si:16]] is +30 % on spell-kind damage, and Fuel Discharge and the M142 grenade blast are that kind; the flame and the burn are not."}],[{"type":"markdown","text":"# Playstyle, from the page\n- **Napalm 1 to 2** is enough for groups of small undead and to soften the big ones; go higher on the difficulties where the enemy has more life.\n- **Fuel Discharge** is the on-demand area damage. More levels with the Outbreak modifier.\n- **Plasma Shield** to tank for a moment or to cover a teammate who is kiting. Keep `E` under a finger when you walk into fog uphill or near trees: a [[unit:Gourmand]] may be standing right there.\n- **Soldier Skills 2 before level 7**, for the synthesizer: 75 fuel for 25 energy, every 55 s.\n- **Graviton** earns its energy against the tier 1 threats. Mind where you throw it: it pulls allies as well, so a teammate kiting next to something dangerous gets pulled in with it; the page notes they can still jump out.\n- **Build.** Level 1 Napalm, level 2 Napalm or Fuel Discharge, then the page leaves the points open. Its closing line, Napalm 1 to 2 then Fuel Discharge 1, is the skill order on this page; after that it says any point goes anywhere."}],[{"type":"markdown","text":"# Items and buddies\n- **[[item:WeightReduction]]**, flamethrower only, +0.08 move speed; per the Items page it can be clicked to free its slot. 1-in-2 per Item Spawn 2 round, 0 or 1 in weapon cache 1.\n- **[[si:17]]**: the flamethrower buddy ([[unit:74DFlamethrower]]) has its own Plasma Shield and Fuel Discharge, 40 s cooldown each, and its discharge puts 2 stacks of level 1 burn."}]]}]},{"type":"markdown","text":"Numbers are read from the map file: its ability, effect, behaviour and weapon data and its trigger script. The advice is the community's Flamethrower page on the wiki, kept where it agrees with the data."}]}