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You could always try, this mod should uninstall without incident if needed.
No idea, but this is balanced (or a re-balancing) for vanilla. Might be OTT for LW 2.
The info panel in the loadout screens is inaccurate in this version. Range and Radius are values you've altered (Tile Length in XComGameData_SoldierSkills.ini) but the values we can read ingame seem to be pulled from XComGameData_WeaponData.ini.
Damn morning typing.
Nice start. I'll be using it. Small suggestion though. Make the Flamethrowers the weakest direct damage, but give them guaranteed panic for organics, with maybe a slightly shorter and wider angle. Either that or guaranteed burning. Maybe one or both. THe problem in vanilla is that other weapons doa lot more guaranteed damage, and you can't rely on the flamethrower to neutralize enemies.
With changes like that, the flamethrower would be a good less damage, more crowd control option with enemy type weakness, like Long War had for EW flamethrowers.
Could you consider widening the arc while shortening the range of the flames?
And I'd agree that the range of shredstorms is far too generous. I shouldn't be able to ruin two pods and half a building with my opening shot.
namely giving the Plasma Blaster an "unlimited" range (one will/could snipe relays with Blaster Launchers anyway), along with the Rocket Launcher (why did it always had a limited range to begin with? "Game Balance"...).
The flamethrowers would be special in their use since it creates a flame-ring for area denial (if I am not mistaken, melee is one ability that is blocked by burning).
Lastly the Shreddercannons of Doom would have their range decreased, a lot while shredding a bit more.
Well, that's about it, feel free to see this simply as some suggestions iand indeed, no changes to the Blaster Launcher atm.