XCOM 2
[WotC] FireBug Class
37 Comments
Epic Dovahkiin 23 Sep, 2024 @ 11:47pm 
well for the weapons at least you might have to open the actual mod in the SDK to add the abilities
Epic Dovahkiin 23 Sep, 2024 @ 11:45pm 
@daddar you can do it yourself by simply adding these to the mods XcomClassData.ini

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="chemthrower")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="canister")
Daddar 26 Nov, 2019 @ 1:36pm 
I love this class. I think adding this immolator/chemthrower mod to it would take it to the next level:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918448514
Compo The Smoggie 2 Nov, 2019 @ 6:55am 
With them becoming very much a target for marauding Lost and beast-like aliens, some CQB/melee type auto-attack might be an idea.

The other idea being, the melee attack the Akimbo class employ with their pistol.

This would then re-enable the FireBugs to employ their pistols again and possible use it as a auto-melee attack after they have fired their other weapon off in overwatch.
Compo The Smoggie 2 Nov, 2019 @ 6:55am 
I created a squad of these, primarily with the aim of making them a unit much in the way Mox encounters them on The Lost And Abandoned mission on WOTC. A squad use for Lost and beast-like missions.

The flamethrower is only good as far as dealing with ADVENT and the aliens before they get up to the fire-proof armour and it pretty much renders the unit redundant for normal ADVENT/alien missions.

If you also have the Better ADVENT mod installed, the purifiers come armed with a weapon called the Flammenwerfer.. It's essentially a flamethrower/shotgun crossover and fires on overwatch. The unit doesn't default to the pistol which is therefore it's only form of attack which overcomes the fire-proof armour penalty.

Because of course, they're pretty much close-range troops and/or used for area denial, I'm looking at seeing if I can implement Bladestorm into their skills.
RAHMetal 12 Sep, 2019 @ 3:16pm 
I feel like this class has some missed opportunities to be more of a control class. Maybe having a bladestorm-like effect with the flamethrower would make it slightly better. Just fires on anyone within reach. Or maybe give him more Skirmisher abilities and some Specialist abilities based around overwatch, using reactions against closeby creatures, spreading fire around the battlefield in the process. Battlelord and interrupt would be great. As is right now, the class doesn't feel like it really takes advantage of it's flamethrower capabilities, depending more on shotgun/pistol capabilities, which doesn't really feel like what a firebug or pyromaniac is. Also granting abilities that only the firebug can do would kinda rectify this, like granting him hellweave or dragon rounds without having to equip them that sets people on fire. Hope this helps. I love the idea of a pyro running around enveloping the field in fire.
RAHMetal 12 Sep, 2019 @ 3:01pm 
I made the mistake of using Banish with a flamethrower on a Spectre. Crashed my game. XDXDXD forgot they were immune to fire.
Valvatorez(Cox Cable = awful ISP 17 May, 2019 @ 7:15pm 
How can I get this to work with Useful Autopsies instead. As it isn't compatible with Advent Armoury.
CloudOfIvy 17 Apr, 2019 @ 2:16am 
Did you get ADVENT Armoury but instead of using the right load order, put it below this mod? Because that would do it.
Grunt4life 13 Oct, 2018 @ 10:11pm 
any reason why this mod crashes the game no other mods insttalled when testing this theory
evilerevilhero 21 Mar, 2018 @ 9:02pm 
Munkee121 I guess the target of your choice absolutley dies, just try not to use it on someone who is immune to it.
Munkee121 28 Jan, 2018 @ 2:50pm 
How does banish work for this class?
Insufferable Smartypants 7 Oct, 2017 @ 11:28am 
Okay, if anybody runs into this problem, I figured it out. The class abilities ini file is missing a comma at the end of each of the 2nd skills for every rank. Putting the comma back in fixed it.
Insufferable Smartypants 7 Oct, 2017 @ 8:43am 
I don't know why, but since the arsonist column of skills are all listed as "Undefined" - This is even with a fresh download of this mod. The actual skills all say that they're "Claymore" down the right side of the skill tree.

Weird, huh?

Anybody have an idea of what may be causing this? In the ini file he's clearly got proper skills set up.
Compo The Smoggie 7 Oct, 2017 @ 7:04am 
Some pointers to consider:

1, Don't create Firebugs with Advent Flame Throwers and Grenade Launchers. Both weapons don't offer Overwatch capabilities, something I would have hoped with the flame thrower.

2, If you have to arm your Firebugs with Advent Flame Throwers, you can only choose to arm them with a pistol as a secondary weapon which of course is a reduced aim and damage weapon.

3, Probably the best and only worthwhile weapon configuration is a shotgun primary and pistol secondary, which isn't as worthwhile in CQB as the Ranger's capabilities with the blade.

Overall, the soldiers look badass with the flame thrower and secondary as a grenade launcher or pistol, but utilise them solely in squad as a support unit and not a main one.
KainDeamon 10 Sep, 2017 @ 6:12pm 
i figured it out. if anyone wants to make the change themselves (dont mean yo step on your toes Ostalius) go into the mod and open xcomclassdata.ini and remove the " ;firebug" from +SoldierClasses="FireBug" ;firebug. not sure why it matters but it works for me now.
KainDeamon 8 Sep, 2017 @ 10:26pm 
im liking the class so far but i think i found a bug. i cant buy abilities with ap for this class. i can all the others (mods included) is this intentional? if not id appreciate you looking into it. thanks and great mod.
awkwardmoment 8 Sep, 2017 @ 3:50pm 
very cool! Ive been waiting for this class since the flamethrower mod came out!
dmc32 8 Sep, 2017 @ 10:45am 
@Ostallius, makes sense now. I thought that was a little odd, thanks for clearing that up. I'll definitely give that a try. On another note, the Wanderer is doing excellent in my play-throughs very solid as it was in LW2. Adding Marauder was good too. One question though the Wanderer doesn't have the gremlin healing abilities as it did before...or does it? Maybe I read it wrong I haven't seen that yet.
Majoras 8 Sep, 2017 @ 8:18am 
Just a heads up, this and the wanderer classes seem to have gramatical errors in the in game descriptions. Also, there apears to be no nicknames given to the classes.
Ostalius  [author] 8 Sep, 2017 @ 8:05am 
@dmc32 The tank is a cosmetic from a mass effect mod.
DaddyHammer 8 Sep, 2017 @ 3:26am 
then its will be explosive expert in all skills :)
DaddyHammer 8 Sep, 2017 @ 3:25am 
yes i say same mix them bouth and Flame primary weapon, second pistol and granadier and make all skill avaibal for making them with points open, and when u can do it then make shure when he die he will explode so we can use them like terrorist ore maby kill my self skill with 1 HP left ore somthing like that :)
dmc32 8 Sep, 2017 @ 2:24am 
Ok, you created the one with the flammable tank. That guy will get shot and get everyone killed. It's nice but perhaps you should mix and match the two together and don't use the flammable tank version. That is the advent guy that blows up, that's bad for business. It looks good but not practical if someone shoots the tank, not to mention if your bond-mate in battle is there too.
DaddyHammer 8 Sep, 2017 @ 2:03am 
its nice but its better you mix pistol version and this one together and make more ebilytiy points to desaid use wich one we will make :) thx for makeing with pistol
Ostalius  [author] 7 Sep, 2017 @ 10:35pm 
Her you go guys made a Pistol Version so let me know what you think ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130327515 )
Jagonchen 7 Sep, 2017 @ 8:09pm 
Nice class but I agree that could be cool to have the granade launcher replaced with another weapon i.e. a sawed off shotgun with fire dragon rounds.
Wauthan 7 Sep, 2017 @ 4:07pm 
The skillset you put in works great if the soldier uses a shotgun, making it a very mobile and dangerous grenadier. Maybe not what was intended.

The kind of enemies that the flamethrower is good against are the kind the bunch up, which is to say all the ones that rely on close combat (mutons, lancers, faceless, lost and Chryssalids). I would give the firebug a special Hazmat Suit skill (protection against fire, acid and poison and +1 armor) as a unique starting skill. Then a skilltree that is dedicated to close combat survival (since it will be in melee range a lot and easily flanked) and one that is dedicated to controling the enemy movement (like flushing out enemies from cover or causing them to panic). Personally I would give it a melee weapon but no mobility skills, so that it doesn't overlap with the Ranger.
dmc32 7 Sep, 2017 @ 1:22pm 
interesting concept, that's a lot of firepower btw, a flamethrower and a grenade launcher. A suggestion would be to replace the grenade launcher with a pistol that can be upgraded of course. At least he can go on overwatch and defend if needed. A few select pistol skills upgraded to defend.
Hildissent 7 Sep, 2017 @ 9:33am 
Interesting interpretation. I'm using the flame thrower mod, and I like the effects, so I was hoping this was a line modders would tackle. I'm kind of hoping one of the rifle prop makers will make an xcom variant of the flamer too.



I think instead of the grenade launcher, or a pistol, I'd actually like to see this paired as a secondary weapon with a regular assault rifle. It's a situational weapon, like the grenade launcher, so that fits best in my mind.
PotatoAim2k1 7 Sep, 2017 @ 8:59am 
Nice idea. I'd suggest a version where the secondary is a pistol. The flamethrowers in the game, by default, are stupid inaccurate, so a backup pistol with unlimited ammo and potentially single-action firing would help alleviate the constant missing.

Plus, now my Grenadier is jealous.
Marick Belmont 7 Sep, 2017 @ 5:57am 
need a light?
BorderlinePhilanthropist 7 Sep, 2017 @ 3:58am 
glad someone finally decided to make a class using the flamer mod, I look forward to trying it out!
MaCC165 7 Sep, 2017 @ 3:53am 
they cant get trainingscenter abilities(old awc)? Aim looks op....
nice idea of a class
Lelouch_vi_Britannia 7 Sep, 2017 @ 3:40am 
What about their aim? These flamers are extremely inaccurate, even in hands of Advent soldiers. In flamethrower mod rangers with it was almost useless.
DaddyHammer 7 Sep, 2017 @ 1:55am 
use some pistol as second weapon so he can shoot some zombis too before flame it :)
WaKKO151 7 Sep, 2017 @ 1:23am 
will make sure to try this next campaign