TL;DR
The attributes of a flamethrower turret that are upgraded by quality are mostly useless. They should be given some other buffs instead.What?
Quality boosts three things on a flamethrower turret: HP, range, and the duration of the DOT burning effect. However, these things 'bonuses' aren't actually very useful:- Higher HP obviously means the turret will last longer while under attack. With gun and laser turrets, this can be very useful, since that means that in the case of a wall breach they last long enough to kill the attackers anyway - or, if you're on using them the offensive, you might not have walls at all. Flamethrowers, on the other hand, have a limited firing arc and a minimum range, which means if a biter gets in range to chew on them, there's nothing they, nor any other flamethrowers in the same defensive line, can do about it. Meanwhile, since their ammo is liquid, they're impractical to use on the offensive at all. Technically more HP means they work better as damage sponges, giving more time for non-flamethrower defenses to do something, but this still greatly reduces the value of the extra HP.
- Longer range means the turret can start firing sooner! But unlike bullets and laser beams, which are hitscan, flamethrower sprays have travel time, and the turrets don't lead their targets. Which means no matter when it starts firing, it won't actually hit what its aiming for until the target reaches the walls and stops moving. Now, these attacks can hit other biters in the same attack group, but flamethrowers do so much damage, especially via their DOT effect, that anything hit like this is effectively dead already, and biters in the same group generally move around the same speed, so starting sooner just means pouring more fire into a target that's already dead. Again, technically there's a marginal benefit to the increased range, but again it is very small compared to the benefit other turrets gain from the same buff.
- A longer-lasting DOT should mean more damage to hard targets. However, even normal quality flamethrowers have a 30s duration on their 'ignited' DOT, and being ignited does 100dps, for a total of 3000 damage, which is already enough to kill a behemoth biter, which is the most durable mobile enemy on Nauvis. Some of the worms and nests have enough HP and fire resistance to potentially survive a 30s burn, but a) again, flamethrowers are not usually an offensive tool, and b) unlike attack groups, which can potentially have many dozens of targets and thus killing in one hit matters a lot, you're never going to have more than a handful of static structures in range at a time, so having to reapply the DOT periodically is not a hardship. Some of the larger Stomper pentapods on Gleba also have the HP to survive the standard DOT duration, but such enemies can also walk over walls, which means if they are still alive after 30s you've already lost the fight.
- Actually, the Factoriopedia entry for flamethrower turrets isn't very clear; it says that quality boost 'burn duration', and I've been assuming that meant the duration of the 'on fire' DOT, but it could mean the duration of the 'puddle of flame' AOE that gets left behind on the ground when the flamethrower hit, which also has a maximum duration of 30s. If this is the case, well, a longer-lasting AOE should mean more damage to large attack groups as later enemies run into the puddles of fire left behind while firing at the earlier ones. However, the base value of 30s is already enough that most attacks will be over before the first flames go out. In fact, a longer AOE duration is mostly a negative, since it means the fires are more likely to still be burning when the construction bots arrive to repair the walls, causing them to burn to death!
- Increased splash area on the stream
- Increased DOT rate of damage
- Improved tracking or a faster-moving fire stream so it actually can hit targets that are moving; this would then allow the range bonus to actually matter
- Reduced the minimum range, allowing the turret to better defend itself in case of a wall breach
- Reduced friendly fire from their AOE, so they are less likely to kill bots

