Defender Flameguard Strain

+1 Cause i’m always up for new strains. Also sounds neat, i hate fire.

Steelcrest is essentially only good at blocking regular 10x24/10x20mm bullets. Anything lacking AP.

Defender is my most played caste so I have a decent idea of what makes me scared and starting slamming my keybind to unfortify even when playing base.

  • AP ammo, especially when fired on burst at point blank. M4RAs in my memory have been both pretty effective against fortify and a good way to save 10x24 AP.
  • Napalm, especially when marines remember to charge their underbarrel flamethrowers to fire effectively infinitely restockable full power napalm that is impossible to anticipate visually because it is seemingly a M37 or M4A1.
  • Blue fire, especially when chased with literally any gun afterwards.
  • M56D or M2C, especially when firing into the side of the Defender where it has 5 less armour.
  • AP SADAR rockets, especially when used with AP ammo or a M56D/M2C follow up
  • Melee weapons, especially front lining synths using swords or their telescopic baton
  • Movement Denial, such as slugs, flak sniper ammo, A19 High Impact or Maetba High Impact as soon as it unfortifys
  • Fletchette, especially when fired at close range and or from the Mou53
  • Sniper Bullets, full stop.
  • XM88, full stop.
  • Barbed wire, especially when you wait until the defender is low health.
  • Dealing damage before it can fortify, it has less of a health pool to hit cades and can easily die to everything I just mentioned.

Things that make me laugh:

  • John UCSM deploying the bipod on his HPR , standing still for 30 seconds and unloading 300 bullets into a fortified defender
  • John UCSM having to be told to switch to AP on his SG by me via LOOC(I’m serious)
  • John UCSM standing still and unloading a drum of his SG into the front of the Defender while having an audience watch
  • John UCSM not charging the hidden, infinitely restockable napalm on his UBF and staring at the Defender as all the damage it does to it over a few seconds is undone by a lesser drone with a lesser resin fruit
  • John UCSM plinking slugs into a fortified Defender
  • John UCSM jousting in straight lines with buckshot twice before giving up
  • John UCSM firing flechette from seven tiles away
  • John UCSM throwing grenades at one of four castes in the game that have explosion resistance at the precise moment it is telegraphed to have explosion resistance.
  • John UCSM firing an AP rocket at a Defender that was obviously baiting it while fortified and having no one follow up on the long stun provided.
  • John UCSM standing at the edge of a cade and continuing not to move so the Defender can tail sweep them down

Also this strain would be even more of a noob trap than Steelcrest, you are giving it flame resistance, but not really, to counteract the most readily available counter to its best ability, which you are removing, along with its headbutt which takes away the ability to use it to rush at a marine or crestbutt a marine a distance away after its tail sweep, which has an even longer cooldown and no good ability to chain it with.

What would you do with this partial flame resistance. Walk towards a marine across fire, alone, like a zombie, with no headbutt or fortify to fight that marine or protect yourself on the either side?

2 Likes

the point of flameguard is to defend the more vulnerable castes like boiler, support ravs on pushes, and be a brick wall for any PFC fire nation attack

Another ability it could have to make it more flame retardant, is to make it stop fire like a barricade. As in it won’t go past the defender and onto the boiler for example (blue flame may be an exception).

no no it keeps its headbutt but the way it works requires the defender to be on fire and tall its headbutts it ignites that tall on the same fire it is

the only reliable way to counter defenders is flamethrowers and explosives, i would be okay with it being added if it also loses some of its bullet resistance aswell

yeah that was in the original post