XCOM 2
[WoTC]SPARK Flamethrowers
74 条留言
Price 2021 年 7 月 4 日 上午 8:32 
i used the apocalypse canon on a group of lost and they were totally unphased
Kiruka 2020 年 9 月 14 日 上午 7:41 
Hey Claus, just wanted to stop by and let you know that I used one of your archetypes and abilities for a new MEC variant in my Buildable Units mod. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2210732936
Ghosty_Jr 2020 年 4 月 27 日 下午 7:32 
First of all, love the mod, its nice to have an AOE weapon that isnt a heavy wep. Imo the damage spread is a little too wide. I get that its supposed to be an alternative to the Phase cannon but it feels a little like a downgrade with the possibility of only doing 6 damage in a small cone. I would either tighten the dmg spread from 6-10 to maybe 8-12 or just 8-10 and give the flame a little more distance. Next the bomb, its nice but again a little underpowered. 6 damage in an area of that size with only two uses isnt really worth it.Making it a cooldown ability that uses 3 ammo and bumping up the damage to 8 at the cost of losing a tile in range would be much better I think. The heat beam has the same issue its a short range weapon and you need to get REALLY close for a decent chance to hit with it so while the damage output is nice I think it could use a little buff but only by maybe 2 or so. Finally the guns are HUGE which I love but maybe scaling it down a tiny bit would be good.
sapiking 2020 年 4 月 2 日 上午 11:47 
Dance Ninja seems to have nailed the Lost damage problem. I've only tried it out once and I'm not sure if any more problems will persist in the future, time will tell...

In the meantime, let everything BURN!
Slackboy101 2020 年 1 月 27 日 下午 7:03 
Perfect for the Scorch Titan
♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ 2019 年 10 月 30 日 上午 9:01 
I have a strange case with the lost, because every time i fire from apocalypse cannin it didnt do anything to them, except just setting them on fire(applies burning buff)
Dance Ninja 2019 年 3 月 17 日 下午 9:10 
In my test if I delete code line SPARK_INFERNOCANNON_GUARANTEEHIT_TYPES=TheLost in XcomFLAMEData.ini
Damage to lost will return to normal.
Frozium 2019 年 3 月 17 日 下午 8:25 
@CY-BROS Oh so Lost are actually inmune? I used the the weapon for the first time on a pack of 8 Lost and was very disappointed when the flamer behaved like the Purifier one. Welp, let's give it a second test run then.
Valvatorez(Cox Cable = awful ISP 2019 年 1 月 20 日 上午 10:49 
Does this work with the MEC Trooper mod?
keyofrage yt 2019 年 1 月 12 日 上午 1:54 
would it be possible to create a shot gun like weapon for the spark
DERPKING1991 2018 年 12 月 27 日 下午 1:40 
If anything it be great with a new spark perks meant for this weapon and so on. Other than that it does look great.
Tardo The Ass-Monkey 2018 年 12 月 26 日 下午 11:27 
Would it be possible to make a version of this weapon that is for Grenadiers, that basically turns this weapon into a cannon instead of a SPARK Rifle? If not, oh well, I understand. If yes, sweet, and I look forward to seeing it at some point in the future.
Compo The Smoggie 2018 年 12 月 21 日 下午 12:44 
@Claus

I've almost cannibilised the whole of your XcomFLAMEData.ini file and I still can't get any damage output from it in game.

It needs remodding and retesting, mate.

As for the weapon skins, they look great.

Let me know when this is done and I'll resubscribe.
Compo The Smoggie 2018 年 12 月 21 日 上午 10:51 
@Claus

Same issue here with no damage being dealt.

It shreds armour but doesn't do the intended 10 damage for the Apocalpse Cannon as specified in the .ini file.

I'll have to have a look at it again and try to work out why.
matthew86918 2018 年 12 月 8 日 上午 3:28 
why green fire???
花兔 2018 年 11 月 24 日 下午 4:30 
How to avoid
花兔 2018 年 11 月 24 日 下午 4:29 
"apply fire to the world" ??
SkySpirit 2018 年 11 月 22 日 下午 11:57 
Is thing like 3T-Skins even possible?
Deadput 2018 年 11 月 18 日 下午 1:43 
How do you know it's "this" mod in specific that's causing your crash?
花兔 2018 年 11 月 18 日 上午 5:43 
wotc game crash?
Deadput 2018 年 11 月 10 日 下午 9:07 
It does actual damage on the enemies as well not just burn them.
Literally Cancer 2018 年 11 月 10 日 下午 9:05 
While this mod looks interesting, the flamethrowers themselves are a bit gimmicky to use, especially considering how many enemies in the game are immune to fire damage. I'll have to pass this time unfortunately.
Emperor Mollune Veilis Emouran 2018 年 10 月 31 日 下午 7:05 
Is not affected by salvo even tho its treated as a heavy weapon by the game. Also destroys loot from enemies even if they werent killed by the initial shot
Jersee 2018 年 10 月 29 日 上午 3:57 
Is it necessary to tie every tier to foundry projects rather than only the first tier? It's already hard to fit it in with the other mods, seem a lot of trouble to get it included.
The WovenMantis 2018 年 10 月 21 日 下午 5:47 
The mod is cool, but the flamethrower itself is proving to be extremely useless. Poor hit chances, useless if not flanked, and extremely low range all add up very quickly. Using this in a mission fucked my whole campaign and got half my A-squad killed. Still a cool mod though.
Claus  [作者] 2018 年 10 月 21 日 下午 12:49 
No idea why changing it to 50 would show up as 40. But the rest of the values show up even if they are at 0 because the weapon is set up so that you can change how much of those other materials you need to make it. This is just to make it as customizable as possible, so if you for whatever reason want to make the first one cost elerium for example, you can just go to the .ini and change it.
Farakill 2018 年 10 月 21 日 上午 1:37 
something that bugs me. when building it in proving grounds for the first time, why does it say 0 alloys, 0 cyrstals rather than not showing those values at all? Even tried removing the values from ini. Also when adjusting the supply cost in ini to 50, in game it says 40.
NNNNNNaniTheFK 2018 年 10 月 14 日 上午 2:16 
Yeahhhhhhhhhhhhhhhhhhhhhhh Burn 'em Aylmao to dustttt
5ColouredWalker 2018 年 10 月 12 日 下午 6:48 
Any chance of getting a version where Flamethrowers are built/upgraded as normal weapons instead of as proving ground projects?

Regarding Flamethrowers hit chances:
Given the copy paste by Claus, it'll miss anyone in any kind of cover without the mod that lets them strike in low cover. On one hand, using that mod makes Advent Purrifiers more dangerous. On the other, it lets you use this mod and the mod that allows you to use Advent Flamethrowers exceedingly lethal at short range because you can use them intelligently and can get acting boosting abilities.
Arkhangel 2018 年 10 月 11 日 上午 12:02 
@Claus: tooltip for the Flamethrowers aren't showing any damage stats at all.
Toran 2018 年 10 月 10 日 上午 1:00 
@Claus Nah, its alright, I was just wanting to double check just in case it was a bug or something.
Claus  [作者] 2018 年 10 月 9 日 上午 10:40 
@Toran:
Well, that's a tricky question. I didn't really intend it to be that way, but i just copy pasted the flamethrower ability from the Purifier for the Flamethrower attack and made a couple of adjustments here and there(for example so that it consumes ammo) and i did see some Lost stuff in there that i didn't change. However, if the fire ticking deals damage correctly(1 damage per tick for the conventional flamethrower, 2 for mag and 3 for plasma) then i think i'll just leave it like that. Otherwise you can just delete the entire map from Lost with a single attack. Especially with the tier 3 flamethrower.
Joe 2018 年 10 月 6 日 下午 7:29 
thats xcom baby
UndyingArchon 2018 年 10 月 5 日 下午 4:42 
7 tries at 70%+, all misses
Toran 2018 年 10 月 4 日 下午 6:21 
Is the flamethrower attack supposed to always miss and deal no direct damage to The Lost? I seem to keep having that happen even though it does set them on fire and it denotes The Lost being Fire Vulnerable. It'll damage everything else normally.
eldiabs 2018 年 10 月 3 日 上午 6:21 
Such a fun weapon. Thanks for this!
d_valroth 2018 年 10 月 1 日 下午 4:22 
Can confirm the research does not show up. :)
Shavy 2018 年 10 月 1 日 上午 11:43 
this makes sparks worth their price now yay



(if you have crap ton of other mods too)
MeChFox 2018 年 9 月 30 日 下午 11:18 
10/10 time to purge
jacksondaxhacker 2018 年 9 月 30 日 下午 8:43 
YES! I love it when original weapons or kitbashes appear here! Unfortunately, most weapon mods are just models ported over from other games...
Claus  [作者] 2018 年 9 月 30 日 下午 4:37 
@Lux
Worst thing that could happen is that the research doesn't show up.
Arkhangel 2018 年 9 月 30 日 下午 2:33 
@Valroth: Metal Over Flesh is better than MTW anyways.

plus, theses ARE usable by MEC Troopers as well, so there's that.
Arkhangel 2018 年 9 月 30 日 下午 2:32 
@Lux: pretty sure the only thing it's going to ruin mid-campaign is ADVENT's day for the rest of it, so, 0?
d_valroth 2018 年 9 月 30 日 下午 2:17 
This looks nice. Even with Mechatronic Warfare installed I still find SPARKs lackluster, and this just might be the ability they need to get back in the fight.
Malice 2018 年 9 月 30 日 下午 12:52 
Aliens will be burn
L. Strauss 2018 年 9 月 30 日 下午 12:02 
Claus, on a scale of 1 to 10, how likely is this going to ruin my playthrough by installing it mid campaign?
Tin Can Kat 2018 年 9 月 30 日 上午 10:14 
Oh my. Time for things we will deny ever happened after we defeat the ayy.
Arkhangel 2018 年 9 月 30 日 上午 9:05 
@Vertigo: i don't see why it wouldn't, given MEC Troopers use the exact same guns as SPARKs, and that includes mod ones like Spart's Resistance Mec salvaged ones and Claus's own Merc MEC Cannon.
Arkhangel 2018 年 9 月 30 日 上午 9:03 
@London: it isn't though, given it's basically Lily and some of the scientists figuring out how to enlarge and modifiy the tech, then getting the gearheads to build an extremely volatile weapon, which would probably be best done in the Proving Ground than in Engineering as the PG is specifically designed to deal with that stuff
Elster 2018 年 9 月 30 日 上午 7:24 
I feel as though the proving grounds project should be available as soon as you autopsy the purifier. Having another research project in between feels redundant.