$40 Turret ID: Flame1Mk1
[Burn: 28 - 5 sec - radius 0.3 | penetrating thermal fire flamer]
| Base | Upgraded | |
|---|---|---|
| Damage: | 28f | 91f |
| ROF: | 30 | 54.5 |
| DPS: | 3.6 | 29.5 |
| Accuracy: (close-long) | 90-40% | 90-40% |
| Range: (close-long) | 2- 3 | |
| Base | Upgraded | |
| HP: | 40 | |
| Weight: | 250 | |
New Weapon Turret Available
Flame-thrower firing Propylene Oxide gel
Best Targets: Bunkers, wheeled and hover vehicles
Body Points: Very low
Prerequisites: Research Flamer
Upgrades
Damage upgrades
- 125% - High Temperature Flamer Gel
- 150% - High Temperature Flamer Gel Mk2
- 175% - High Temperature Flamer Gel Mk3
- 200% - Superhot Flamer Gel
- 225% - Superhot Flamer Gel Mk2
- 250% - Superhot Flamer Gel Mk3
- 275% - Superhot Plasmite gel
- 300% - Superhot Plasmite gel Mk2
- 325% - Superhot Plasmite gel Mk3
ROF upgrades
- 118% - Flamer Autoloader
- 143% - Flamer Autoloader Mk2
- 182% - Flamer Autoloader Mk3
Accuracy upgrades
No accuracy upgrades available.
Commentary
JakeGrey wrote on Jan 1:
Not much use in the early missions after you get it, but a very effective counterpart to the Bunker Buster once you start seeing proper fortifications. Best attached to a commander though, as getting it into range of a target before longer-ranged units killsteal from it requires a lot of micromanagement.
Anonymous wrote on Jan 6:
Flamer is a good unit early game, i used to make 3 early game instead of MG, it proved to be way good, since bullets can shoot only one target at a time, and FT can cover a small area or access ramp
LKArg
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