XCOM 2
Flamer Mod
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
Mecrutio  [author] 21 Jan, 2017 @ 2:40pm 
@Rak1445 yea that could work nicely...im a terrible coder though (this being my first mod) and I don't know how to do animation or model things...I'll check with one of the more experience xcom modders though
Rak1445 21 Jan, 2017 @ 1:07am 
@Mecrutio Now I don't really know if you can work with this, but a quick Google search yielded this result: https://www.turbosquid.com/3d-models/free-max-mode-flamethrower/480204
Worth a look, at least as a placeholder?
Mecrutio  [author] 20 Jan, 2017 @ 8:55pm 
@Rak1445 with the release of Longwar 2 and the coop mod nearing completion im gunna start playing again....if i could find anyone to help with a flamer model insteadf of using the wrist mounted one I would love that but Im not sure where to look or how to port one over (the flamer in Dawn of War comes to mind...)
Rak1445 20 Jan, 2017 @ 2:45pm 
@Mecrutio On the subject of an actual flamethrower model - try recruiting some external help. It should be possible - and the mod would benefit enormously. It can be just some ported model from wherever... There are plenty of games out there.
Mecrutio  [author] 2 Jan, 2017 @ 8:36pm 
@DrBubba, technically they arent empty =p they use the wrist mounted model of the base game, but i hear you, if I had the time to work on this and had any idea at all how to do models I would ;p
Mecrutio  [author] 2 Jan, 2017 @ 8:35pm 
So obviously I havn't been aroudn to work on this in a long time, and that's unlikely to change. So if anyone would like to take this mod and update it, fix bugs, or put in handheld models, you are free to do so! (just cred me for the base work)
DrBubba 2 Jan, 2017 @ 8:24pm 
I'd use this in a heartbeat if it had an actual hand-held model. The OCD in me can't stomach the empty hands.
ragnarok666 2 Jul, 2016 @ 6:42pm 
The Heavz Flamer and the Elerium Flamer are available for building from the beginning, no tech required at all. Can zou please fix it? Since this is such a awsome mod, I am not sure, if I can resist useing them ...
Zigg Price 12 May, 2016 @ 7:26am 
Is this mod still being supported?
Mr slut 7 Apr, 2016 @ 5:42pm 
What armor mod is that in the screenshots?
-NLG- EnduringFrost 1 Apr, 2016 @ 9:05am 
Also, not sure why, but I have the option to build any of the flamers for free as much as I want in addition to the squad upgrade.
-NLG- EnduringFrost 1 Apr, 2016 @ 8:50am 
While this is a really cool ideam I am going to wait for a correct model to be implemented for it. No overwatch and just the range of it seems to be quite a good balance. Perhaps volatile mix (that skill) would increase the damage for these as well?
Mecrutio  [author] 20 Mar, 2016 @ 1:50am 
@Fashion Souls
I will increase deafault range and see what people think
I will endeaver to add those lines in as soon as I have the time to do so!
Kazoot 19 Mar, 2016 @ 5:51am 
So this is a cool mod, but man that range is just too short coupled with extremely lackluster damage outside of a crit. Using this on anything other than normal or below is just asking to have your grenadier shot in the face. I also don't know if it's just me, but my grenadiers always end up with the worst mobility of all the classes. Which this weaopn absolutely needs to be effective. Editing the ini also doesn't seem to do anything for range as I think it needs the TILE_LENGTH and TILE_WIDTH lines that most weapons like this use.
Popo Bigles 18 Mar, 2016 @ 12:55pm 
new news
i just reincarnated Fire Fly for Xcom2 and idk how to make her public
and yes its a female because idk if theres a way to change geneders for a soldier.
Popo Bigles 12 Mar, 2016 @ 6:30am 
@Anomaly of awsome
i got the elirium flame thrower from the start and the heavy, i really like that because i just want to play around on XCOM games like xcom unknow and xcom 2
also does anyone know whats the next DLC pack for Xcom 2?
Zigg Price 12 Mar, 2016 @ 6:04am 
LoL well, so far, my willpower has prevented me from unjustly buying the unbalanced weapons. I WILL PERSERVERE! :p

On that note, despite the incredibly short range and the constantly getting shot because of it, I am having a lot of fun with the mod. So, good luck going forward, because I think this could turn into something really cool.
Mecrutio  [author] 11 Mar, 2016 @ 10:50pm 
@Anomaly, I have no idea if that mod will effect mine...though i had always made the assumption that flamers can panic organics so i might work to get it in mine or make them compatible. No its not suppose to be available XD im not sure how to fix it yet though
Zigg Price 11 Mar, 2016 @ 1:48pm 
So I assume that the Heavy Flamer and Jellied Flamer are not supposed to be available for free from the start of the campaign? :-p very tempting to buy and play with it, but I'm betting that would be INCREDIBLY unbalanced :p
Zigg Price 11 Mar, 2016 @ 9:28am 
Any chance of working with the Flamethrower Panic Fix mod author to add panic capability to your weapons? Might be a bit unbalanced, but it was also something that was intended to make it into the game, but never did. Just a thought.
Popo Bigles 10 Mar, 2016 @ 2:31pm 
10/10 for clearing out garrisoned ADVENT
0/10 for buildings and cars due to splosios and city fires lol
Mecrutio  [author] 9 Mar, 2016 @ 8:47pm 
Small update, im almost done my class mod!
Mecrutio  [author] 9 Mar, 2016 @ 8:46pm 
@Anomaly Of Awesome, i believe yes they can be changed
Zigg Price 9 Mar, 2016 @ 5:01pm 
I am away from my computer at the moment, so can't check. I see you mention the actual stats can be modded, but can the number of upgrade slots be modified? I prefer just giving the wepons a standard 3 across the board for all tiers, so would like to keep it uniform.
Popo Bigles 6 Mar, 2016 @ 2:56pm 
ONLY YOU CAN START CITY FIRES!
mediumvillain 5 Mar, 2016 @ 2:38pm 
Not a lot of weapon mods have functional upgrade tiers tbh. Dragonfire Shotgun is one I can think of off the top of my head, DMR, Advanced Assault Rifles. Maybe check your code against someone else's, or hit up the XCOM2 Mods Reddit. I'm garbage w/ code so I'm no help, I just try to report everything I find for modders.
Mecrutio  [author] 5 Mar, 2016 @ 2:15pm 
@mediumvillain Gha i have no idea what ive doen wrong aha
mediumvillain 5 Mar, 2016 @ 5:50am 
Started a new campaign, and this was visible from the start: http://images.akamai.steamusercontent.com/ugc/496891285994113671/ECBEAA0EDC5F07EECE7D831B92F9DD58EA90A7A3/

So, no duplicates, but it's the one w/o cost showing, and they're not locked behind research (unless the other one is locked behind weapon tier research).
Mecrutio  [author] 3 Mar, 2016 @ 5:01pm 
@mediumvillain, Uh Oh! thanks for bringing that to my attention, ill be updating this soon and will endeaver to have this fixed along with some balance tweaks
mediumvillain 3 Mar, 2016 @ 2:54pm 
Ok, so I installed this mod to see if it would work towards the end of a campaign, assuming it would since it just adds a new weapon, and it does for the most part. But there's something weird going on w/ the Engineering build menu. For each tier there are two options listed, one w/ the supply cost: http://images.akamai.steamusercontent.com/ugc/496891285989557317/C01C576CE81FEF698F55FF5C08B88351DF96B25D/

And a second w/o any supply cost: http://images.akamai.steamusercontent.com/ugc/496891285989557753/B2C92EDC7A2EC10199817B3A4BFA7E778F8B7569/

First I built one of the options w/o a supply cost, and I had one Elerium Flamer in my inventory. Then I built the other one, and for some reason I now had 3 Elerium Flamers (seems like it built one for each unit that could use a cannon, I had 2 Grenadiers).
andbruu 3 Mar, 2016 @ 1:29pm 
@Mecrutio
Dropping an upg. slots would indirectly take care of the auto-loader buff, as it would take up a larger % of the available upgrades.
Less direct would be the way to go I guess. But direct damage is in effect the amount that my kill an enemy before he can shoot back, so direct damage is the weapons damage + the first turn of DoT - lets call it stopping damage. For early game weapons, I think that stopping damage for a DoT weapon should be 3 or less, so no healthy enemies could be stopped by it, later going up to 5 seems fine, and by late game 7. Fire is not Only DoT it it also stopping some abilities, and with an AoE fire weapon, your team can take a break from some harmful effects.
Mecrutio  [author] 3 Mar, 2016 @ 12:40pm 
As a heads up the first tree of the HAZMAT Trooper is coded...its compiling but for what ever reason the abilities are not showing up in tactical and the ability descriptions and icons are missing from strategic (the name is there though?). Point is im making progress and v1.0 should be out soon!
Mecrutio  [author] 3 Mar, 2016 @ 12:30pm 
@anbruu, it depends on if the cannon skills are "shot" dependant (as in they only apply if you have a standard shot ability) or if they jsut apply to the weapon in general. There is no standard shot (directed or otherwise) so things like holo targeting will not work. your best bet for the grenadier is to stick to buff skills or grenade skills.

I can certainly drop the the upgrade slots to be in line with vanilla

(autoloaders) yes because of the small clip they benedit a lot more from just increased clip, but that could be said about any low ammo weapon. (though all vanilla have at least 3 i think, several modded ones have 1-2)

(damage) Would it be preferable to have the heavy flamer do less Damage (and thereby making it a bit more unique/niche than just direct damage) or should it have less DoT?
andbruu 3 Mar, 2016 @ 6:08am 
[Balance] The piercing makes them too powerful IMO, and they benefit too much from larger clip. Not so much from free-reloads, as they will quickly "burn" through those. Perhaps drop an upgrade slot on each of them, to also make them more inline with vanilla. Heavy flamer going up to 4 damage is perhaps too much, as it also has better DoT. How does it work with the grenadiers cannon skills?
Mecrutio  [author] 2 Mar, 2016 @ 12:55pm 
Just a quick poll, do the weapons seem balanced so far? do they over power the cannon? or are they at a good spot of "competative but not mandatory"? Or perhaps they are too weak?
Mecrutio  [author] 2 Mar, 2016 @ 12:52pm 
@xyvr, the class is already in the works! The HAZMAT trooper is going to have one side dedicated to the flamer and other nasty acid/poison based stuff (including a level 1 integrated hazmat vest...cuz they need it) and the right side is going to be based on grenades, explosives and mobility
xyvr 2 Mar, 2016 @ 9:45am 
lols i think some one going to have too make an equipable fire extinguisher
xyvr 2 Mar, 2016 @ 9:42am 
you should make a Flammer Class

primary weapon :flame unit
secondary: pistol that way your Flame trooper can overwatch.

It would be interesting to see what you could come up with for a perk tree for the flame unit side.

could do a sweeping flame with a way wider cone perk.(a later on perk)

maybe an Arching flame shot perk (got troopers in the way ark your flames over head to strike a small grenade sized area. at med to long ranges only... good for hitting targets up top. ) if the unit misses well he should be able to track it back on too target automatically, but he sets more stuff on fire, and maybe do a little bit less damage than a direct hit would of given but a larger area of effect .

if too over powered you can ballance it by making the flametrooper more likely to explode when hit. spreading fames in a large grenade area.

10% chance of exploding on critical hits. or maybe 5% chance on every hit..???

an maybe a perk that can reduce the risk.



Firkragg 2 Mar, 2016 @ 7:56am 
Yeeeees! Moar flames! The more oppertunities I have to wreck the battlefield, the better :)
NoClip 1 Mar, 2016 @ 9:51pm 
interested to see where this goes!