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Buff handheld flamethrowers
Posted: Fri Jun 26, 2026 8:13 am
by worph
Testing the new experimental version I thought to give some less used weapons a go.
The shotgun buff is amazing, although I did always use it even before that.
That being said I now also build and used a handheld flamethrower for the first time and howdie partner let me tell you: this guy stinks.
I really do not understand what the intended use for it is at all.
The shotgun is better in almost every scenario, quite contrary to what common sense would tell you. At least I think a flamethrower should always be more scary than a shotgun in 99% of cases, except maybe the most closed quarters.
Shotgun deals more damage consistently.
Shotgun is much more forgiving when aiming. (flamethrower needs to be pointed at the ground and even then is not always damaging the way you expect)
Shotgun has better range.
Shotgun does not slow you down anymore.
Shotgun is much earlier in the research tree.
The only argument for the flamethrower is that they are SLIGHTLY better at killing Worms, but even that is not true because a shotgun is better at dealing with everything else too at the same time, the flames just deal more damage to worms in direct comparison it seemed.
Also the ammo is cheaper, but then again the flamethrower EATS through ammo like nobodies business.
Basically I wish you would extend some of the gratitude given to the shotgun also to the flamethrower.
And if the slowdown mechanic was to stick around, the damage and AOE potential should really outweigh the clunkyness.
Cheers.
Re: Buff handheld flamethrowers
Posted: Fri Jun 26, 2026 8:27 am
by Tertius
Until 2.0, the shotgun appeared to me as if I was shooting with blanks when trying to fight biters and nests. I was always very soon overrun and killed. The only visible damage I was ever able to deal was to my factory buildings when I accidentally hit Spacebar while working on my factory.
But with the flamethrower, I was actually able to kill stuff, although the range was a bit low. That weapon is ok, I use it as stopgap before I'm able to craft rockets.
Didn't try the 2.1 shotgun yet.
Re: Buff handheld flamethrowers
Posted: Fri Jun 26, 2026 11:27 am
by Hurkyl
My experiences using it in 2.0 is that flamethrower works well to sweep enemies chasing after you, including big biters (I dunno about behemoth). In games where I was attacking nests on foot with the rocket launcher, my usual flow was to snipe a spawner with the launcher then switch to the flamethrower to quickly sweep the retaliatory attack. Especially if I was low on physical damage upgrades so gun turret backup would struggle with the big ones.
The range feels too sort for substantial offensive use.
I haven't used the shotgun for much besides knocking down spawners in the early game so I can't comment on how it compares.
Re: Buff handheld flamethrowers
Posted: Wed Jul 01, 2026 1:21 am
by worph
Maybe someone who actually used both of the weapons (I dare you!) can also respond to this suggestion.
The other responses are welcome too, of course.
Re: Buff handheld flamethrowers
Posted: Sat Jul 04, 2026 9:25 pm
by dewred
The shotgun is now the preferred method of dealing with small nests, but that in no way makes the flamethrower useless.
For taking out large swarm of biters the flamethrower is still number 1. And the best way to use it is literally to hose the entire area with flames to catch all the biters on fire. Or drop fire behind you as the biters chase.
The one thing the flamethrower feels actually bad at is killing spawners. And that's mainly due to the high fire resist combined with the scaling health.
Re: Buff handheld flamethrowers
Posted: Wed Jul 08, 2026 2:34 pm
by worph
dewred wrote: Sat Jul 04, 2026 9:25 pm
The one thing the flamethrower feels actually bad at is killing spawners. And that's mainly due to the high fire resist combined with the scaling health.
Yes, but Paradoxically, that's what I feel they should be the most useful at, especially given their cumbersomeness otherwise (slow, short range, high ammo usage).
Let me burn those spawner down with ease, especially on the first two evolution stages.

Re: Buff handheld flamethrowers
Posted: Wed Jul 08, 2026 5:10 pm
by dewred
The flamethrower is not shorter range. It has the same range, 15, as shotguns and pistols. (The tank flamethrower IS short range.) It is slightly harder to use due to the way the fire arcs, but that's honestly a skill issue.
It's ammo usage is not much faster than the fully upgraded combat shotgun either. I suppose the resource cost is higher, but so is the damage output. And yes, the AoE damage is way higher... if you are fighting enough biters for it to matter. If I try to conserve ammo, I can kill spawners with a shotgun and biters with a flamethrower, and use less flamethrower ammo than shells.
Not sure if I want the shooting slowdown to go away. A skilled player with exoskeletons can outrun and kite any enemy, and without the slowdown the only way to die is if you run into spit.
I disagree with most of your arguments, right now the flamethrower and shotgun feel like they have a really good synergy. But I am in favor of nests getting reduced fire resists. Maybe down to 50% or 40% if wube is generous. This should be a pure buff to the flamethrower.
Re: Buff handheld flamethrowers
Posted: Wed Jul 08, 2026 7:03 pm
by worph
I understand where you are coming from. Generally changing weapons mid fight is not an issue for me, but in factorio it is beyond clunky. I hate swapping weapons mid fight, so I will argue from a POV of using a single weapon, mostly. I understand that this might not reflect other people, or even a lot of peoples play style.
Also I was not trying to make an argument for anything very particular. I just described my observations and expectations. It may be true that both have the same range, but it certainly does not feel that way to me in practical terms. This is probably because there is too much latency between shooting and seeing where the projectile actually lands. That visual feedback is much more immediate with shotguns. This messed my whole combat rythm up and I died a lot more compared to holding a shotgun.
I would be totally fine with just keeping the weapon the way it is overall. I just used it for the first time and it felt very underwhelming, especially compared to the new shotgun. At the point when I have a bunch of exoskeletons, I would never use anything other than artillery, tanks and defended walls. This weapon is clearly early game to me.
But as you said, likely the best solution would be to reduce fire resistances on spawners, especially on lower evolution levels and leave it at that.