New weapon type: Flamers

These are basically just like the flamethrowers that gremlins use. Here's how it would work:
A flamer would have more distance depending on how good it is in terms of stars. It's main attack would be shooting up to two large bullets that have a low chance of inflicting whatever status effect the flamer can do, and it's charge attack would be unleashing flames which would have a great chance at inflicting a status effect. Let's get to the pros and cons here.
Pros:
- A nice hybrid weapon that has the characteristics of a Gun and Bomb
- Flamers are able to deal decent damage while having a great chance at inflicting status effects
- There will be flamers for every status effect out there, including sleep
- Some flamers will have a bit more damage but no status affects, for those who want to experiment with direct damage
- You will have no movement penalties when using this weapon
- Flamers will have great recovery time
- Flamers have a slightly faster charge time right off the bat
Cons:
- Flamers will be tricky to use and may take some adapting
- There will be no way to get bonus CTR unless you get UVs until Three Rings adds flamer modules
- Every flamer will leave you extremely vulnerable to fire, sleep and stun
- You are also vulnerable to whatever status effect your flamer does (For example, a shock flamer would leave you vulnerable to shock as well as the other 3 debuffs that come with each flamer)
- You can be damaged by your own flames
- Flames cannot pass through team members
- Due to the fact that you have zero movement penalties with a flamer, it will be slightly easier to get affected by your own flames if you move while flaming.
A flamer's strong point would be combining it's damage with it's status effect, meaning that this is a very team-friendly weapon. That's all I've got for now, so what do you think?

Basically the idea is a small flamethrower with a smallish range that you can move around while using and can hurt you if you are stupid.
A Flamethrower is technically a gun and it'd have a swords range but can be used longer then a gun but you can hurt yourself.
You can't use Teammates as a shield and burn from behind them causing massive exploit damage.
They can inflict status effect and have low damage per hit but over time it can be a lot like most weapons end up being strong in the end.
I think the charge should be slow cause the Attack speed is high.
So it's a double edged gun, great damage if done right and can kill self if done wrong but still making handgun which have range and swords which have stopping power and bombs which have utility still useful.

Yeah you pretty much got the gist of my idea perfectly. Would be amazing if Three Rings can implement this. But what about armor?
There should be an armor set for the flamers similar to how swords, guns and bombs have their own armor sets. The flamer armor would have resistance torwards fire, stun and sleep, and it would give buffs to your flamer like CTR. But yeah, you get the point.

this could lead to people attempting to steal ur heat 0-0 especially on arena levels after completion or when the next floor is a terminal, I love the idea tho but I think being able to move while using it makes it quite IMBA... but thats just my opinion

Well, I'm trying to design the flamers so that if you move while using the charge attack you can get damaged by your own flames easier.
Other than that, it's fine as is.

No it has no effect on Teammates, no Team killing it just stops on them as a effect like the Water blobs in Vanaduke if you hit a teammate it just hits them as if they were a wall.

...while we're on the topic of gremlins, we can implement a limited but regenerating fuel or energy tank where we get a couple of seconds of flame (3? 5?) before it runs out. If it runs out fully, it goes on a "reload" state where you it can't be used until it's full again. If it's used but the fuel doesn't run out, it should still regenerate on its own, but still be available for use.
Possible Control scheme:
Tapping the attack button (rhythm) - flame
Holding the attack button - charge
Charge attack while in "reload" state - Stand in place, charge, and instantly refill fuel tank

Actually that sounds like a much better control scheme.
Especially since players would be using the flames more, they would have to be extra careful not to run into their flames or move too much while flaming.
Then why you making it sound like a gremlin torcher.
A gun is different in many ways than a high powered ass burner.
And this idea is a little bit overpowered and confusing.