Regular flamer is a farming weapon, the Improved one should be pvp-viable. Make them both cost -1 AP to fire, give the Improved one a knockdown effect and more damage.
I'd go into more detail as I've had several experimental Flamer builds (of many different varieties) in FOnline over the wipes and can certainly provide an informative view on the subject but it's just not worth the trouble for something that will most likely be ignored.
Are Molotovs fire damage type weapons yet? Or are the two levels of Pyromaniac literally only useful for the two Flamers only. It's really bad design to have 2 levels of a perk go to waste for one specific build which doesn't even fucking do anything.
Add some Incendiary ammo or some shit, just do something to make Fire work. If you added 7.62 incendiary rounds or something silly like 14mm Incendiary, they would have value purely because Pyromaniac exists and it goes towards a completely different DT/DR type than the Normal rounds, which can be better or worse for some armors. There is heavy logic in a sidegrades system that you (the devs) keep turning a blind eye to.
What is with this stubbornness to add content and bring life into unused builds? It's been like this for as long as I remember. It takes like less than 5 minutes to add Incendiary ammo or something and I already know for sure that it won't break shit, I've done it myself in the FOnline SDK.
It took you this long to get off your ass and do something to shotguns that made them marginally better than they were before, after claims about the Sawed-off Shotgun being as good as the Avenger Minigun. Please don't let this same dreadful wait for Flamers to become usable happen because you have too much pride to fix the problem.