can we uhh like fuckin destroy welding fuel in backpack watertank being a weedkiller

One thing I wanna say (not replying to the post above me) is that pushing to hive clusters or hive weeds in general with this weed specialist guy feels less stressful, especially in straight line less-than-5-tile-wide corridors is when he shines brightly, marines don’t notice the difference of the guy doin’ this, but imagine the feeling of going fast to destroy the hive cluster instead of spending around… Like 5 seconds to get a stab on the hive cluster before getting lunge-capped or berserker-combo’ed.
He just two-sprays a 5 line of hive weeds, behind the marines, without any danger of FF aside from ciggarette-people

One thing as well, he adds him self as a no-weed zone around cade lines if he’s holding a caded area or a FOB siege happens, others mostly don’t notice this as well but it does feel a difference between “weeds right at the cade lines and slowly approached by resin walls” to “oh hey, maybe we actually migh have, even a small, chance to turn back the tifr and kill some of the xenos”.

And when he’s running away to save his life, he just spam-spray his direction so he couldn’t get slowed down by weeds.

Iirc water tank backpacks have a spray-range of 6, including the tile he is standing on, he can snipe weed nodes around 5 tiles off his character’s tile. It’s literally broken, but I think flamer has the same range as well..? (Clarify me on this one)

Oh, if you don’t want him to be even more broken, don’t give him NVGs. He doesn’t carry flares or anything to light up but he’ll use anything to light up weeded areas. He’s so dedicated to killing weeds, holy shit.

I usually see him get attacked by lurkers, prae, and berserkers; side note.

So I’m right, with the weedkiller having again the nuance of friendly fire, cooldown of shooting it, all the fun stuff in between that. I really missed that mark.

Are you saying their equal? One guy running a dedicated loadout with room for an Mk1 and meds is the same as multiple using UBFs? Interesting…

You can’t exactly build walls when they’re being shot down and the resin is melting away. What once kept marines at bay is now wiped and marines are now as confident as ever because they know that they will not get that movespeed penalty and fighting on hostile ground so on so forth.

The horror.

The walls and doors that get sprayed on also get the weed sunder them destroyed, so either your weed expansion stays stagnant or slowly pushed back by the weed killer dude around your proximity or xeno lines.

It truly is a man-made horror for builder xenos, a huge inconvenience for non-builder xenos, and a horrid eldritch existence for resin whisperers and (test merged) designer hivelords.

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If one guy with weedkiller set is making you feel useless (as a builder, that could build away from the front, shockers), never use flamer, because all ravs and queen will make you feel useless. Don’t ever use slugs also, otherwise All T3s, Queen and Drone branch T2s will make you feel useless.

Regular marine with flamer can also do that, he just has to use extinguisher after that.

Flamer does that exact thing, but with the added benefit of most xenos refusing to even cross those tiles for a short while.

Yup, you did. Flamer is not better, but is almost as good, with benefits and drawbacks. And there is more in a round than one. Don’t forget about green flame that spreads not only in a 5 tile line, but in a cone.

You are beating the strawman now. You picked UBFs from the list of three things I have provided, the weakest and least used, and with that you are petending like I said something completly stupid.
Few PFCs, ComTechs, SLs and Pyro Spec wth flamers (and an odd UBF here and there) vs one weedkiller guy.

Oh, so regular flamer doesn’t leave room for Mk1 and meds? Interesting… Do you even play CM?

Reflective walls. Also you want to build walls directly in front of marines, in weedkiller’s reach, that is the exact same reach that flamers have and they linger. If weedkiller shoots behind marines, that is atleast one tile less every time.

Walls don’t have weeds under them. Flamer can also burn weeds under resin doors.

Even without him it always stays stagnant, or is slowly pushed back if marines formed murderball. That is the whole marine offensive gameplay loop. They run forward shooting and hacking weeds as they go. If marines are pushed back, weeds get a chance to be spread.
His presence is not changing that. He can’t do shit to weeds that aren’t on his screen, he can’t do shit to weeds at the edge of his screen even.


I rest my case. Do whatever, complain, get it nerfed, notice no difference.

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Before I continue, you can right-click a resin wall and find weeds under them, unless a nearby weed nodes has already been destroyed.

So based on this post, I wanna conclude the differences with flamers and the weed killer guy: (correct me if needed)

Flamer (M240A1 Incinerator Unit) or Pyro Spec (from my knowledge and wiki):

Pros:
Burn damage over time, creating a burning area-denial zone for xenos, and slowly burns down resin structures. (Almost one taps weeds and hive weeds) (No one wants to touch fire at all, except rav or queen unless green-fire iirc)
Different flavours of fuels to fight xenos with, armor melting or damage focused, also possibility of OT/Research fuel-canisters if they are making white flames/custom napalm.
5-tile range, excluding the tile the user is standing on. (Just two-tiles before
We have a specialist dedicated to spewing fire hell on xenos. (Pyro spec)
Creates light from the currently-burning tiles. (Wowzer, there’s a oppressor prae on the otherside-)
Does not need a backpack-slot unless you’re carrying a second fire-arm. (or side-arm belt)

Cons:
Limited fuel capacity, around 100/200 units of orange/green napalm/gel, unless you are a pyro spec or using welder fuel instead. (Does not allow 24/7 spam based on how others play with it from what I’ve seen)
Also area-denial’s marines as well, not just xenos, can potentially shut down a marine push because someone decided to flame something that is in the way of marines. (But you can just UBF/extinguisher it right???)
You cannot burn stuff from behind your fellow marines, common-sense as FF is with M240A1 units are. (Just switch places with for a bit, Even if you extuingish affected marines, they still took damage, and can scream at you for it as they mash the [RESIST] button or scramble for extuingishers) (Another reason that you cannot spam this 24/7)
Extinguishers have limited water in them, 5 units per spray regardless of target range (60/60/30 normal/UBF/pocket, you do not always see a water tank on your way on ground side, but I assume it’s common enough in maps)
Firing delay, and slowdown when wielding. (Just unwield after firing and do so when firing)

The “Weed-Killer Specialist” Adam Stanford guy or someone: (Backpack Watertank) (Since he’s the only one doing this, and have played several rounds with him, I can include his play style and behaviours in here as well)

Pros:
With 5-tile range, excluding, one-taps weeds and weed nodes, two-taps hive weeds. (This dude can melt hive cluster positions in marine pushes) (Also a living horror for hivelord resin whisperers and designers)
500 units of welding fuel in his water tank backpack, plus… 6 janitor buckets of welding fuel. (I managed to take a look at his technician bag he keeps carrying around, holy fuck it’s enough to last him the whole round, sometimes a unga janitor bucket as well) (Also easily refills two janitor buckets from full-welding fuel tanks he can find ground side)
Amount of welding fuel used depends on how far the targeted tile is. (15 units on 4-max range, 10 units on 2-3 range, 5 for adjacent tile)
He can spray behind his marines, FF only occurs if the marine affected has a lit-up ciggarette.
Only needs a single hand to pull out the sprayer, and no slow down. (He can either have a side-arm or a one-hand capable fire arm on his other hand)
Able to quickly react and spray recently-placed weed nodes. (he’s literally the bane of weeds, also weeds after a queen screech are gone most of the time with him around)
He doesn’t need to carry around a fire extinguisher, but it’s up to him, either pat the FF’ed person or extuingish immediately from afar.
He wears light armor to run away from xenos trying to kill him.

Cons:
His technician bag containing his 6 janitor buckets of welding fuel can be acided, and once it gets acided, he can’t do anything about it unless he empties the bag. (He labels it “MIST-FALLER’S FLUIDS” so it doesn’t get stolen as usually what people do with their personal bags)
He cannot destroy resin structures with it.
He needs the watertank backpack equipped before being able to spray. (I haven’t seen him uneuip it anytime though)
When he sets people on fire that has ciggs, he gets yelled and insulted at, punched and stabbed often as well. (True anger of victims who smokeTM)
After observing how he plays, he often gets near resin walls and doors to “snipe” the weed nodes he sees. (He’s legit dedicated to destroying weed, cocky behaviour I think, you can kill/cap him via body block or help-intent-shuffle him, lunge-cap with woyer, dancer prae, some luck with oppressor prae’s tail grabs, sentinel neuro shotgun or neuro spit to slow him, spitted charged-spit and acidspray combo, burrower stomp, crusher stomp (maybe even stomp on him), queen screech/neuro spit)
He has light armor, a combo from high damage xenos can end him.
He gets FF’ed frequently because he kept going Infront of marines to try and kill weeds.

Those are all I can assume I can list down for the conclusion of the effectiveness between the flamer and the weed killer dude. Correct anything in here if I’m wrong.

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You do you man.

remember guys we want unga removed but this is acceptable

Ngl the solution here is to make anyone wearing a welder fuel pack burst into flames, explode and set everyone around them on fire whenever they got shot in the back

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So true.
And if that happens, might as well restrict watertank backpack to actually be only for water, just like what they did with fire extuingishers.

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you could remove toxic from welding fuel and replace it with something else, maybe an organ-toxic instead.

He’d have to spray fluroine then, or actual weed-b-gone, or sulfuric acid, a lot harder to get and/or prone to melting headgear.

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It’s been confirmed to be patched next week. Though they didn’t say what kind of patch they will do.

Looks like the attention the weed killer spec dude is getting leading to the removal of his rifleman-spec.

OP has their wishes granted of “can we uhh like fuckin destroy welding fuel in backpack watertank being a weedkiller” or something. Have a great game in future rounds!

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salt post turned into actual improvement patch where devs did something

nothing ever happens mfs in shambles

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An angel got their wings!

WATER BUCKET, RELEASE!!!

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