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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!
Worth a look, at least as a placeholder?
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!
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.
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?
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.
0/10 for buildings and cars due to splosios and city fires lol
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).
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).
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.
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?
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.