XCOM 2
Unblockable Flamethrowers
31 Komentar
agris 17 Mar 2024 @ 12:00pm 
Anyone run this with vanilla X2, no wotc?
Daverin2112 16 Nov 2022 @ 6:03am 
I confirmed years past that the original modded Advent Flamethrower weapon for Xcom worked with this. So at minimum, if it is based on the code/mechanics of Purifiers or the original heavy weapons, it should. I have installed it with chemthrowers, will confirm whether or not I see a panic.
hottt3 16 Nov 2022 @ 4:34am 
Does this work with modded classes/weapons?
Dragon32 6 Jul 2021 @ 12:29pm 
@GargakOfTheEast
This mod's not changed in almost 4 years so probably.
GargakOfTheEast 6 Jul 2021 @ 12:02pm 
I don't understand. Why did the panic on the Hellfire Projector go away?

Is it incompatible with Bio Division?
GargakOfTheEast 26 Jun 2021 @ 9:41pm 
Making the flamethrower panic again is utterly amazing. I thought it was great in Enemy Within (its range made it balanced). I dunno why they nerfed them so hard in XCOM 2. I always felt the Flamethrower and Hellfire Projector were pathetically weak.

Adding back the panic makes it awesome again, just like the old MEC flamethrower was.
Syro System 31 Okt 2020 @ 5:17pm 
@God Hates Weebs
Purifiers don't exist in vanilla, so no.
-=[Novash]=- 14 Jul 2020 @ 4:37am 
Any chance of something similar for EMP grenades? For some reason, in most cases, it seems Firaxis thinks that EMP needs a LOS to affect targets :steammocking:
Olof Plays 27 Mar 2020 @ 10:07am 
This mod makes purifiers terrifying. Sweet! :)
God Hates Weebs 3 Des 2019 @ 3:42am 
ay im a bit cheap does this work with vanilla?
Azerbaijan_Technology 18 Nov 2019 @ 6:52pm 
This works yes?
I’ve always found it idiotic that flamethrower basically does to cover since Enemy within, considering that the entire point of flamethrower irl IS to kill things in cover.
Dankaone 10 Agu 2019 @ 5:53am 
Purifiers are so hot right now, like plasma!
Latis 11 Jul 2019 @ 12:53pm 
The purifier just put my templar on fire through hi cover :(
Ancalagon 17 Okt 2018 @ 4:28am 
@biocrystalluminescence Did you get an alert from this @ ?
PatientLandBeaver 31 Mei 2018 @ 8:46pm 
"Purifiers will now always hit anything in range instead of having a chance to miss."

Just to confirm, does full cover block the full burning damage (eg 5 hp) but still adds the burning effect to a unit (eg 1 hp)?
Daverin2112 26 Des 2017 @ 4:57pm 
I don't think I did, but I have subscribed to the thread, so maybe I did and didn't notice? Not exactly a veteran at navigating steam threads...
biocrystalluminescence 25 Des 2017 @ 9:14pm 
yeah it does. i had to nerf damage because it was working a little bit too well
(by the way, did you get a notification from the @?)
Daverin2112 25 Des 2017 @ 5:09am 
Yeah, I had a panic proc not too long after I posted it! Goes quite well with that mod.
biocrystalluminescence 24 Des 2017 @ 5:50pm 
@Daverin it applies the purifier buffs (hit everything in range, panic) to the advent armory flamethrower
and it hasn't crashed yet, so there's that
Daverin2112 19 Des 2017 @ 3:39pm 
Does anyone know if this applies to the Advent Armory flamethrower mod? If not, what would I need to do to make it work?
Hunter 8 Des 2017 @ 9:07am 
"Hallowed are the Elders"
- Lol.

Now we just need an ADVENT Fanatic... just an ideia.
Maybe a silly or bad taste joke, but an advent unit that rushes in and explodes... well, suicidal, would be an interesting enemy to fight, specially on terror missions.

...
Please make it a reality. :D
Emperor Mollune Veilis Emouran 6 Nov 2017 @ 8:23am 
I love you guys
Juravis 29 Okt 2017 @ 12:49pm 
Nevermind I'm retarded I have the -1 turn panic continent bonus.
RealityMachina  [pembuat] 29 Okt 2017 @ 11:12am 
You should probably look up X2StatusEffect.uc to see what create burning status effect actually expects from the numbers it asks for.
Juravis 29 Okt 2017 @ 11:09am 
BurningEffect = class'X2StatusEffects'.static.CreateBurningStatusEffect(1, 0);

1 needs to be changed to 2, the effect goes away immediately on the unit's turn. This leads to weird behavior where the unit is set on fire, goes to cover during the enemy turn, cowers, and removes burning for free. It then gets its whole turn once the enemy is done, which isn't really panic but more like a free move.

I also suggest you make a FLAMETHROWER_PANIC_ENABLED flag to turn it off optionally. I dont know what putting 0 inside an effect duration will do, but knowing XCOM it's probably very bad.
RainingMetal 4 Okt 2017 @ 5:45pm 
Has the flamethrower's panic bug been fixed in WOTC?
Juravis 3 Okt 2017 @ 3:55pm 
Can you also allow it to crit while youre in those flags?
RealityMachina  [pembuat] 3 Okt 2017 @ 3:35pm 
*noticed during testing
RealityMachina  [pembuat] 3 Okt 2017 @ 3:34pm 
I *think* full cover may actually still provide a bit of a defence: I had noticed sometimes enemy units would still be protected from the flamethrower if it happened to be a bad enough angle and they were in full cover.
Badger 3 Okt 2017 @ 3:33pm 
@Darkkone Isn't that the vanilla behaviour? If not it's definitely moddable, as in non-expan I had flamethrowers ignoring low cover, but had a mod installed that tweaked all the heavy weapons; I thought it just gave the flamethrower a second charge and more spread, but it may have also added cover ignoring. I haven't gotten one in wotc yet.
DarkkOne 3 Okt 2017 @ 1:46pm 
I don't know if it's even possible, but it seems like what'd make the most sense is high cover blocking them (at least, assuming it's not destroyed during the use) but low cover not, since it can 'splash' over it.