XCOM 2
Arsonist Class For LWOTC
How to change the stats of the flamethrower / Make it better.
Hey guys! So I thought i'd just make this for anyone else like me who thought the class was a bit weak. I think its a combination of both the class and the chem thrower itself. This little guide is to help with editing the chem throwers properties to make it a bit more viable. Disclamer, I'm not a guide writer, so I'll do the best I can. I'm also using Alternative Mod Launcher.

Step 1, download the mod including all its required mods and open up Alternative mod launcher.

Step 2, Search for the mod "immolator + Chemthrower Abilities", select it, and look towards the bottom for tabs that say Info, Readme, inspect, config, changelog, and dependencies. It should be just below the colored tabs.

Step 3, Click on the CONFIG tab and select the config file (just below the config tab, its a drop down list) "Config/XComMZChemthrower.ini" This is all the stats of your chemthrower, I havn't messed with the other config ini files but that's not the point of this guide.

Step 4, time to mess with the stats. The biggest complaint i've seen is the fact it can't hit ♥♥♥♥. Here's the solution: Scroll down until you see ";range tables are in Tiles", you should see the rangemod for [0] up to [10]. beside those are list of number, ranging from -20 or so up to 25, something like that. THESE ARE YOUR HIT PERCENTAGES!! Positive numbers mean more likely to hit, negative numbers mean less likely to hit. Beside the red/orange equal sign, just delete the number and put in whatever number you want. These are the reasons this damn thing can't hit anyone behind so much as a lawn chair.


EXAMPLE: If you want it the guarantee hit every time, change the numbers to something like 300. This ensures even the most defensive enemy, in full cover, hunkering down and with a ton of dodge will still be hit with a full blast of chem fuel. If you have it on 100, that means that while its still an almost certain likelihood it will hit, its not guaranteed. (Soldier aim + Chem stats - Defense bonus - cover bonus). Setting it to 0 means it's all on the soldier's aim to carry the day.

I myself have ALL the ranges set to 150, as I think if i'm using a chem thrower, i'm gonna make sure I get my moneys worth.

That's it for the ranges, to change the damage is just as simple. If you scroll back up you'll see in green text "T1 Immolator" this is your default chem thrower. Under that you'll see its stats, its damage, spread, plus one, crit, pierce, shred, and tag. Lets go through these.

Damage : Self explanation. The average damage you'll do with the weapon. I buffed my damage to 4 for the T1.

Spread: How much of a damage spread you want. More means more chaotic, less means more confined. A spread of 0 with a damage of 4 means it will always do a damage of 4. a spread of 1 means the damage will mean the damage will be 3-5. Ect ect.

PlusOne : This is just a percantage bonus to the maximum damage you can roll. EX. Damage of 4 with a spread of 1, with a Plus one of 50 means there is a 50 percent chance that if I roll a 4 on damage, it will turn into 5. Same goes if I roll a 5, there is a 50 percent chance it will turn into 6 damage.

Crit: This is your extra damage when you crit.

Pierce: The amount of armor you pierce. If you set it to 99, you will always pierce the armor no matter how much there is.

Shred: The amount of armor you naturally shred with a normal attack. 99 means all armor will be removed with the attack (should it hit of course) 1 means it will shred only 1 armor.

tag: Not sure what this is. Might tag them like a holotag does? I have no idea. Haven't messed with it.

You can also edit the clip side, the range, the radius, sound radius, ect. Its all right there. If you scroll down you can edit the other tier 2 and 3 immolators too! Side Note, I like bump up the burn damage, so I set my burn damage to 3 for the tier 1. If you ever have trouble finding somthing, just hit Ctrl F and you can find the stat you wanna change that way. Also if you want to add more range to, you might need to add more flamethrower_rangemod numbers [11], [12], ect. I don't know though, but better to do it then not.

Step 5: HIT SAVE!!! This is beside the expand option and is to the right of the drop down ini config file you opened up. If you don't save, the changes won't be made. If you mess something up and wanna change it, you can just come back here and mess with it some more. Do note if it gets really messed up and you want to just restart, just delete the mod and unsubscribe and then resubscribe and start fresh. Saves a headach.

Step 6, you are finished! Your new buffed chem thrower is waiting in game. Just hit Run War of the chosen and enjoy! Never written a post discussion before, so if you liked or found this useful I would appreciate some feedback! Thanks! :8bitheart:
Last edited by Blackjack [®…®]; 19 Mar, 2024 @ 2:59pm
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Showing 1-4 of 4 comments
Scipion 20 Jan, 2024 @ 11:33am 
Very nice, thanks for the detailed explanation. Makes the class worth something now :-)
Originally posted by Scipion:
Very nice, thanks for the detailed explanation. Makes the class worth something now :-)
No problem! Always happy to help! Glad that you found this useful :)
JackofSpades 18 Mar, 2024 @ 3:08pm 
Genuinely needed to make chemthrowers work. Flamethrowers were incredibly effective against fortified positions, and is one of the few reasons why people were crazy enough to send people in with what was basically a volatile bomb strapped to their back.

Without fixing the flamethrower hit chances, primary weapon flamethrowers are useless in a frontal assault, and even when you flank you're still liable to miss somehow, making them worse then the vanilla wrist-mounted flamethrowers.
Originally posted by JackofSpades:
Genuinely needed to make chemthrowers work. Flamethrowers were incredibly effective against fortified positions, and is one of the few reasons why people were crazy enough to send people in with what was basically a volatile bomb strapped to their back.

Without fixing the flamethrower hit chances, primary weapon flamethrowers are useless in a frontal assault, and even when you flank you're still liable to miss somehow, making them worse then the vanilla wrist-mounted flamethrowers.
Yeah that was my main issue too. They just couldn't hit anything! But now with my guide you can tune it to your hearts content! Make it as OP/historically accurate as you want! :)
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Showing 1-4 of 4 comments
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