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Flamethrowers can torch entrenched enemy infantry and structures.
Rusviet Flamethrowers are specialized infantry units trained by the Rusviet Tsardom. They are devastating against unarmored units, even ones hiding in buildings or behind walls.
The flamethrowers of all factions are functionally identical.
General Description[]
Fire has always been a double-edged sword, and these pyromaniacs level its destructive edge to punish enemies taking cover. On top of their Vanguard outfit (but underneath their harness), they wear a grey full-body flame-retardant suit to better protect them from the back edge of their weapons, as well as heavy rubber gloves, and a full-face gas mask to prevent inhalation of smoke and fuel fumes. Their flamethrower is designed sturdily with a broad, brass-plated shaft and a simplistic cone nozzle with a wide fuel tank.
Flamethrower units are specialist anti-infantry units with a knack for flushing out entrenched opponents. Flamethrower attacks ignore cover and building protection, making them invaluable at razing base defenses like bunkers or removing stubborn infantry holing up in a house.
However, they are slower and have a short range compared to most other infantry. As such, Flamethrowers are a bit niche; they tend to go down quickly in a one-on-one fight and are devastated by anti-infantry mechs like the PZM-9 "Straznik." If backed up by a well rounded army, however, flamethrowers will melt enemy defenses and the infantry within.
In the latest version, flamethrower infantries can no longer be trained from Polanian or Saxonian barracks. Only Rusviet can train flamethrower infantry, but players can still transform any infantry by salvaging equipment from a killed flamethrower infantry or loot from a weapon crate.
Pros[]
- Devastating against structures
- Flamethrower ignores cover/building garrison protection
- Fires in a cone of flame that damages groups of infantry
- Can be trained in a Rusviet barracks
Cons[]
- Utterly useless against even light armored units like exosuits and mechs
- Does damage over time and the cone locks in place: quick units can move out of the way or out of range to avoid damage if they act fast
- Short range and relatively long cooldown
- Slower and more expensive than standard infantry
- Vulnerable to machine guns and anti-infantry units