XCOM 2
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Flamer Mod
   
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100.357 MB
29 Feb, 2016 @ 10:29pm
14 Mar, 2016 @ 10:35am
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Flamer Mod

Description
*Important Update*
Head over hear (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=848571873) to try out the mod with a handheld model! still WIP but I'm trying!

*Minor Update*
-cleaned up a bit of the code
-hopefully fixed the schematic issue

*Minor Update*
-Scaled back T2 and T4 damage
-Scaled back Heavy Flamer Range to be in line with same size bonus as the elerium flamer (+4 total bonus)
-May have fixed the double heavy flamer bug?
-Lowered the number of upgrades to be in line with vanilla weapons

*Minor Update*
-Changed UI icons to look like cannons of the equivilent tier instead of assault rifles
-Tried using the cannon archetype to have big bulky flamers a la aliens but they just sprayed bullets and im not sure how to change animation sets...help would be appreciated ^^

*UPDATED*
-Added T2 "Heavy Flamer" and T4 "Elerium Flamer" complete with and upgrade tree from Flamer to Heavy to Elerium. Each tier requires the same research as the cannon of the same tier. You have to make each one indevidually (haven't figured out infinte inentory yet) but they do not cost anything to make at the moment making them cheaper than cannons. Stats for the new flamers are below.

-Scaled the damage back on all flamers by 1, new stats below

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Main weapon flamer mod as an alternative to the cannon for a Squad Support Weapon. Currently is designated as a cannon so any class that uses the cannan should be able to use it. The weapon has rather short range to balance out the power of auto-hitting and aoe damage coupled with DoT...High risk, high reward and all that. It should be noted that most enemies will have a detection radius larger than 5 making this weapon impracticle for starting ambushes (it makes me sad too). The weapon also cannot overwatch...I'm not sure what would happen if I let it and may tinker with that later. At the moment I figure not being able to overwatch keeps the balance in check.

Astute players may realize that the Elerium Flamer is not a strait upgrade to the Heavy Flamer. The Elerium Flamer is short range and lower DoT but has a wider AoE, extra shred and front end damage, as well as the ability to have 4 upgrades. Conversly the Heavy Flamer has long range, higher DoT, but is quite narrow, has no shred, less front end damage, and only 3 upgrade slots. This is intentional. This way while the Elerium Flamer is still an upgrade, im hoping it's more of a diagonal step up as opposed to being better in every way....only the humble Flamer becomes obsolete in theory...and if I could make it competative with the others without making it OP early game I totally would.

Current Stats:

Flamer: Damage=2, Spread=1, Pierce=2, Template Range=5, Template End Width=5, Clip Size=2, Upgrades=1, DoT=(2,1)

Heavy Flamer: Damage=3, Spread=1, Pierce=2, Template Range=11, Template End Width=3, Clip Size=2, Upgrades=2, DoT=(4,1)

Elerium Flamer: Damage=4, Spread=1, Pierce=2, Shred=2, Template Range=7, Template End Width=7, Clip Size=2, Upgrades=3, DoT=(3,1)

The weapons stats *should* be editable in the .ini files.

Weapon upgrades can be attached although they currently have no art work and will also not show up on the model as I am currently using the in-game wrist mounted model. Scopes will increase the soldiers aim but as flamers do not use the aim stat it's pretty useless. Crit chance works as does extram clip size, auto loader, free action, and execution. Stocks similarly have no effect as template weapons do not miss.

I'm working on getting a 2-handed model similar to a rifle...any help is appreciated as I can't seem to wrap my head around anything involving 3d models.

I am also going to be building a class based around the use of this weapon but will keep the weapon released as a stand alone for those who just want the weapon.

Please leave comments, praise and criticism...if people find the weapon is too strong or too weak compared to the WAR-Suit version or even "The Grenadiers Armoury (Light Flamethrower Mod)" let me know and I will tweak it. It is currently being balanced for commander+ironman and higher.

A massive thanks to the author of "The Grenadiers Armoury (Light Flamethrower Mod)" as well as Kwahn! Without whom this mod would not have been made (by me at least).

SOON (TM):
T0 Unique model
T2 Unique model
T4 Unique model
May make a Low damage/Long Range and High Damage/Short Range flamer for each tier for added versatility instead of just one per tier...may not...probably won't unless it's demanded en masse
HAZMAT Trooper Class (has priority)

P.S. Does anyone know how to extend the flamethrower animation so that it matches what ever the range of the weapon is? It seems like the range of the animation is stuck between 5 and 10 squares...I think.
50 Comments
Zetacius 5 Jul, 2017 @ 2:57am 
So is this working and have a model?
Rak1445 25 Jan, 2017 @ 12:14pm 
@Mecrutio Yay, I'm on it :D
Mecrutio  [author] 25 Jan, 2017 @ 12:45am 
ok everyone, WE HAVE A WORKING MODEL AND ANIMATION, so head on over to Flamer Mod 2 for the update, weapon ranges have been extended a little, they now replace shotguns instead of cannons, and the research walls now work so...YAY
Rak1445 24 Jan, 2017 @ 7:29am 
@Mecrutio Great stuff, will be sure to check it out!
Mecrutio  [author] 23 Jan, 2017 @ 8:30pm 
@rak1445 we've got it fixed for model and anmation (we tihnk) it will be uploaded later tonight!
Rak1445 23 Jan, 2017 @ 6:55am 
@Mecrutio Tried it out, definitely needs a lot of work, but good job on implementing the model none the less. I recommend putting "WIP" in the mod's name, and try to improve it step by step. Be sure to let me know on any and all updates!
Rak1445 23 Jan, 2017 @ 6:08am 
@Mecrutio wow, that was quick! Congratulations, man!!
Mecrutio  [author] 23 Jan, 2017 @ 1:36am 
@Rak1445 feel free to test out the new mod and see if that helps aha
Mecrutio  [author] 23 Jan, 2017 @ 1:35am 
*Important Update*
Head over hear (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=848571873) to try out the mod with a handheld model! still WIP but I'm trying!
Rak1445 22 Jan, 2017 @ 4:20am 
@Mecrutio Yeah, please do. The animation will definitely need a change, from the wrist launcher to Machine Gun or something... I'm really glad you're trying hard for this mod, keep it up, lad! I'm proud of you! :D