I am going to derail this conversation for a moment and jump back to the possibility of changing weapon accuracy while moving. For an experimental mod based on ojp-e, I already set up its weapon code to allow overrides of velocity/damage/rate of fire, and the rest. I can work it in, if you feel that this is something we will do.
Btw I finished the 'seeker npc' code I mentioned here earlier, currently it acts thusly:
When the player uses the seeker item, the seeker npc is spawned but the player keeps the item.
The player can 'use' the seeker item again to command the npc to do actions, the actions are dependant on what the aim target is.
If the player is aiming at an enemy, the seeker will actively chase and hunt that enemy.
If the player is aiming at an ally, the seeker will follow and protect that ally
If the player is aiming at nothing, the seeker will go to the place they aimed at and circle around until it finds and enemy, then go after it.
I have included code ready to take the skill settings for the total blaster shots before it explodes (or drops to the floor with no ammo, THEN explode. I will work on that sp feature), damage per shot, and adjust the min and max time between shots fired.
Also I included as an experiment the ability to have the seeker act as a radar, and beep faster the closer an enemy player is to it. The range is settable in the seeker spawn code, so it can be scaled based on skill or disabled completely. It includes options to force a line of sight from the seeker or have it act as more radarish and pick up players through walls
I will upload it as soon as I get the ok and svn access from razorace.
Anyway, for the flamethrower:
just throwing this idea out there, it probably uses too many ents too rapidly to be feasible, but what if each 'flame' from the affect was an entity itself, allowing it to burn and damage you as it passes through you, and also allowing the player to run while flaming and actually get hurt by their own fire.
Or we could do it the cheap way and just force damage onto the player if they are moving with a certain forward speed while flaming.
I like the flamethrower how it is, at any rate. It isn't a quick jet burst like the other mods that I played have, but more of a realistic billowing flame.