You have to babysit a static defense position anyway.
Zombies can spawn behind them if there is no player. They can and will kill them from behind. And it's very frustrating if a Engi comes back, finding all turrets down and 1 zombie attacking the befor-protected facility.
Flame thrower is a weak weapon. The fire damage over time should be buffed. Not just for the flame thrower, even automatic flame turrets are weak. Low are of effect, low direct damage and damage over time. I can't say it's better than a double-turret. Yes, it's better vs Giants. But that's about it. Everything else is either out of range or runs past them (as examples: Soldier, Deciever, Creeper, Watcher).
I love to play gunner, as well as using the grenade launcher with him. Befor and after the nest nerf.
The only thing I'd like to get changed on it would be less reload cost or reload time.
Adding special ammo inside your own gun takes already 5 seconds (a very long time in bad situations!)
If you do not add special ammo, it just becomes like a less powerful machine gun weapon with area of effect damage. But Zombies like to come at you in a line, not as a group. So the weapon is rated "meh..."
And yes, please… The 5% chance of having reanimators not reviving themselves is indeed needed.
Personally, I'd increase that to 8% or 10% since there is always a group of them spawning, so if you have that low chance and a group of like 5 reanimators… even that will take a very long time to kill them without fire weapons.
Btw, can you do something about not making them split up so far from each other after spawning?
I remember back in 2015 when the Agent was op... Rest in supplies, my friend.