Playing a flamerincinerator user

Post » Mon May 07, 2012 8:42 am

Have anyone had success with this? Im considering ideas for a new character whom doesnt rely on tricks Ive done already. Explosives was fun enough, though it got kind of tedious having to reload the grenade riffle after every shot, plus the enormous splash damage if the explosions lands too close. Plus you need to devote an awful lot of perks to bump up explosion damage levels. 3x Demolition Expert, plus Grunt if using grenade rifflles/launchers. Flamers just need Pyromaniac for their major boost.

From what Im reading around, a flamer works much like a grenade rifle, allowing you to lob balls of fire. Even if you have minimal hit, it WILL still land someone near the target and damage them. So I could imagine that splash damage is particularilly good. Also, flamers seems to have an obscenely high criti modifier of x4 when looking at their stats on the wiki, kind of encourage a critmeister to get the max leverage from it, unlike explosives.
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OJY
 
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Post » Mon May 07, 2012 12:01 pm

I know they are classified as 'energy weapons' so perks that pertain to energy weapons may work for flamer/incinerator. Other then that I don't really know a lot about it. Fuel is kinda scarce so I just skipped the weapon all together.
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Queen of Spades
 
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Post » Mon May 07, 2012 7:53 am

I know they are classified as 'energy weapons' so perks that pertain to energy weapons may work for flamer/incinerator. Other then that I don't really know a lot about it. Fuel is kinda scarce so I just skipped the weapon all together.

I always ended selling humongous amounts of fuel, robots seems to carry no end of it.
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nath
 
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Post » Mon May 07, 2012 11:23 am

A pyro build is one the last few character archetype I've yet to play with. I didn't know that flamers have the x4 crit, seems pretty powerful.

A fun RP build would be be to be to re-create Cook-Cook. A little cooking, [censored], and pillaging. What's not to like?

Too bad there's not more fiend friendly quests.
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Jessica White
 
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Post » Mon May 07, 2012 1:11 pm

IIRC The Pyromaniac Perk is the only perk that will affect the flame based weapons...
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Lauren Dale
 
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Post » Mon May 07, 2012 5:34 am

That could be fun and challanging in the main game but might it be pretty tough getting thru Dead Money? You won't be able to bring flame weapons or fuel cells and the fire bombs seem a little less than stellar.
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Toby Green
 
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Post » Mon May 07, 2012 3:20 am

That could be fun and challanging in the main game but might it be pretty tough getting thru Dead Money? You won't be able to bring flame weapons or fuel cells and the fire bombs seem a little less than stellar.

Well, he may last awhile with the Holorifle, but Microfusion Cells are pretty scarce in DM.
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Solina971
 
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Post » Mon May 07, 2012 5:32 am

Well, he may last awhile with the Holorifle, but Microfusion Cells are pretty scarce in DM.
There are lots of MF cels in DM. More than 100 on roof with holorifle upgrade. And holorifle is ammo efficient.
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Kieren Thomson
 
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Post » Mon May 07, 2012 8:49 am

Haha, the Holorifle is the bomb. Impressed me enough that I haven't put it away since. And mine never breaks - hooray for how it was designed!
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Dina Boudreau
 
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Post » Mon May 07, 2012 1:59 am

Haha, the Holorifle is the bomb. Impressed me enough that I haven't put it away since. And mine never breaks - hooray for how it was designed!
Rare case of good bug. Holorifle is a holoprojector jury-rigged to grenade launcher, and holoprojectors are everlasting in game.
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Rusty Billiot
 
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Post » Mon May 07, 2012 8:27 am

My experience with the fire weapons:

Incinerator: Behold! Hephaestus approaches! Cower, mortals, as the fire consumes your world! It's very fuel efficient for the amount of damage it can do and it has an extremely long effective range because you just have to get "close enough" to set the target on fire.

Heavy incinerator: (Wild cackling)

Flamer: Fail. It spends ammunition ridiculously fast, and it's apparently made of marshmallows because it burns itself up in minutes. The "fire" part of this weapon seems to do almost nothing, unlike the Incinerators.

General observations:
- Fire damage seems to ignore armor, and can affect multiple body parts simultaneously. The fire damage aspect of the incinerators is thus much more powerful than it seems at first glance. Slaughters deathclaws with little trouble unless there's a whole bunch of them.
- Flamer fuel is scarce at first, but after a few levels merchants will carry barrels of the stuff and it's very cheap.
- "Home-made fuel" is irredeemably bad. Don't bother.
- The Recycler perk affects fire weapons.
- Skip the flamer. Learn to shoot past close enemies to nail them with splash while keeping yourself safe, and carry a multiplas for close quarters. You'll be much happier. You'll have maxed out Energy Weapons skill, you might as well use it.
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lauren cleaves
 
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Post » Mon May 07, 2012 4:39 am

if your going pyro based the the flamer (flamerthrower) incinerator (fireball mortar), arent the only weapons you can use. i suggest you look into other fire based weaponary, such as the shishkehbab because these also become more powerful from the pyromaniac perk. you'll want to raise EW and melee mostly and a bit of explosives for incendiary 40mm rounds and grenades. also if you have honest hearts id say run around in the white leg armor or make some gecko back metal armor reinforced for the little bit of fire resistance

when i did my pyro i ran around with incendiary grenades, a flamer, and a shishkebab. for armor i wore the firemans helmet, authority glasses, and geck backed metal armor reinforced because you'll have to end up geting pretty close to the enemy most of the time
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sara OMAR
 
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Post » Sun May 06, 2012 11:06 pm

Even though the flamer is bad, the incinerators aren't very good as close quarter weapons. You'll need something to deal with enemies that get in your face. The flamer can do this, or if you're putting a lot of points into Energy Weapons, you could use pretty much any other laser or plasma weapon as they tend to do well in close quarters. Alternatively, the Shishkabob or Heated Saturnite Fist can make a good choice as they also get bonuses from the Pyromaniac perk. From the perspective of perk investment, it's fairly light so you should be able to easily pick a second specialty to work with.
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Elizabeth Falvey
 
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