XCOM 2
Unblockable Flamethrowers
31 comentarii
agris 17 mart. 2024 la 12:00 
Anyone run this with vanilla X2, no wotc?
Daverin2112 16 nov. 2022 la 6:03 
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 la 4:34 
Does this work with modded classes/weapons?
Dragon32 6 iul. 2021 la 12:29 
@GargakOfTheEast
This mod's not changed in almost 4 years so probably.
GargakOfTheEast 6 iul. 2021 la 12:02 
I don't understand. Why did the panic on the Hellfire Projector go away?

Is it incompatible with Bio Division?
GargakOfTheEast 26 iun. 2021 la 21:41 
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 oct. 2020 la 17:17 
@God Hates Weebs
Purifiers don't exist in vanilla, so no.
-=[Novash]=- 14 iul. 2020 la 4:37 
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 mart. 2020 la 10:07 
This mod makes purifiers terrifying. Sweet! :)
God Hates Weebs 3 dec. 2019 la 3:42 
ay im a bit cheap does this work with vanilla?
Azerbaijan_Technology 18 nov. 2019 la 18:52 
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 aug. 2019 la 5:53 
Purifiers are so hot right now, like plasma!
Latis 11 iul. 2019 la 12:53 
The purifier just put my templar on fire through hi cover :(
Ancalagon 17 oct. 2018 la 4:28 
@biocrystalluminescence Did you get an alert from this @ ?
PatientLandBeaver 31 mai 2018 la 20:46 
"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 dec. 2017 la 16:57 
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 dec. 2017 la 21:14 
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 dec. 2017 la 5:09 
Yeah, I had a panic proc not too long after I posted it! Goes quite well with that mod.
biocrystalluminescence 24 dec. 2017 la 17:50 
@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 dec. 2017 la 15:39 
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 dec. 2017 la 9:07 
"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 la 8:23 
I love you guys
Juravis 29 oct. 2017 la 12:49 
Nevermind I'm retarded I have the -1 turn panic continent bonus.
RealityMachina  [autor] 29 oct. 2017 la 11:12 
You should probably look up X2StatusEffect.uc to see what create burning status effect actually expects from the numbers it asks for.
Juravis 29 oct. 2017 la 11:09 
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 oct. 2017 la 17:45 
Has the flamethrower's panic bug been fixed in WOTC?
Juravis 3 oct. 2017 la 15:55 
Can you also allow it to crit while youre in those flags?
RealityMachina  [autor] 3 oct. 2017 la 15:35 
*noticed during testing
RealityMachina  [autor] 3 oct. 2017 la 15:34 
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 oct. 2017 la 15:33 
@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 oct. 2017 la 13:46 
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.