XCOM 2

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Mecrutio

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Commerade

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12 comments

  1. NephilimNexus
    NephilimNexus
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    It may be worth noting here for future development the difference between a Incinerator and proper Flame Throwers. What you see in the Alien movies and Fallout4 are incinerators - they use propane and compression to spray fire quickly in a wide arc. However, because the flames extinguish quickly their range is very short. Mainly movies use these because they're far less of a real fire hazard for the studio to deal with.

    A proper flamethrower, on the other hand, as seen in WW2 flings burning napalm onto it's victims. The principle difference here is that a flamethrower has surprisingly long range. The catch is that they only fire in a very narrow stream - the "arc" effect, if any, was caused by the solider themselves fanning the device side to side.

    I mention this because I like this mod idea and if you expand upon it further then it would be nice to see both types of weapon represented. For example:

    Basic Incinerator (T1): Damage=2, Spread=1, Pierce=0, Template Range=5, Template End Width=5, Magazine Size=2, Upgrades=0, DoT=(2,1)

    Improved Incinerator (T2): Damage=3, Spread=1, Shred=1, Template Range=8, Template End Width=8, Magazine Size=3, Upgrades=0, DoT=(3,1)

    Flamethrower (T2): Damage=4, Spread=2, Pierce=1, Shred=1, Template Range=12, Template End Width=3, Magazine Size=2, Upgrades=0, DoT=(3,2)

    Combat Incinerator (T3): Damage=5, Spread=1, Shred=2, Template Range=10, Template End Width=10, Magazine Size=3, Upgrades=0, DoT=(3,1)

    Combat Flamer (T3): Damage=6, Spread=1, Pierce=2, Shred=2, Template Range=16, Template End Width=4, Clip Size=3, Upgrades=0, DoT=(3,3)

    So as technology advances, the incinerator generally gets a wider burn arc, able to envelope more enemies at once. Meanwhile, the napalm chucking flamethrower gets longer range and longer damage-over-time from sticky burning death getting on targets.
  2. DameLoony
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    Would it be fine to use the cannon models as your temporary mesh? What are you having trouble with? Were the gun kept with that model, then the animations for special abilities could be used. That's basically the style Ellen Ripley used in Aliens. Realistically, I think they've been closer to rifle designs but a weighty aesthetic is fun.

    If you've any specific issues I'll help look into it, since I need to pick up tricks for a T3 grenade (micro-missile) launcher if I decide to make one.
    1. Commerade
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      I would just use assault rifle meshes (after all 40k flamers and Aliens flamers look like rifles) but i have absolutely no idea how to do anything beyond use the current archetype since it has all the animations and flame graphics etc...if you feel up to making an archetype/model ill certainly use it

      EDIT
      I thought it over and Cannon meshes would be sweet...I'll tinker around tomorrow to see if i can get the Cannon meshes to fire the flamethrower animation. I just don't want the flame cannons to be able to also shoot bullets aha...though that razes an interesting question: would venom rounds give the flame blast a chance to poison? hmmm....
    2. Ginsu23
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      The canon makes the most sense for a flamethrower weapon due to the animations it has already. You wouldn't bring a flamethrower up to your cheek when aiming. firing from the hip as the cannon does would look more natural. It also reloads by pulling a big lever thing on top of the gun (locking in another fuel tank) rather than slapping in another clip. The animations for the cannon weapon would work best IMO.
    3. DameLoony
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      Also if it comes down to it I can extract resources from EU/EW, though the MEC flamer animation seems to be similar to the one used in this case save it was designed to sweep to and fro multiple times. I'll go ahead and look into weapon archetypes at some point then.

      The animation and size may be a bit different but I think that the MEC tier 1 cannon from Enemy Within is flamethrower-like. It needs a new nozzle at minimum, though. I still need to ask Firaxis about sharing my batch extractor for EW, but they're clearly fine with small individual asset uses. If there's EU/EW stuff that works, just tell me which ones to prep. Any meshes need a bit of work to match XCOM 2 anyhow.
    4. Commerade
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      If you can make the assets for the cannon model to use the flamethrower animation ill definitely use them! preference would be for a shotgun for the flamer, cannon for heavy flamer and cannon for the elerium flamer
    5. DameLoony
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      Found this in the EW files: http://imgur.com/6ABLj5T

      Basically, a 40K-style flamer. Bad. Ass.

      I can hand assets over to you after learning how to copy nodes from other meshes, but would you be able to retexture them to higher definition? As cool as ported EW assets like the helmets on Steam Workshop are, I can only call an asset done when it fits XCOM 2 graphics. Most assets have a bit higher-def textures in there but mind that anything I can get you soon will be 'WIP - Unenhanced EU/EW content'.
  3. lingyue
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    Is not compatible with version 1.2, the update request, by the way want another model.
  4. Ginsu23
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    please make the two-handed rifle flamethrower thing a separate optional version of this mod. I actually like the way some of my soldiers look when they aren't carrying a rifle. My ranger and gunslinging sharpshooter don't need no gun!

    edit: NEVERMIND. Just tried this mod in game and noticed that my guys are holding invisible guns. lol. Flamethrower cannon sounds like a much better idea XD.
    1. Commerade
      Commerade
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      fair enough, i guess I can make it a seperate mod or an optional DL
  5. Commerade
    Commerade
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    Let me know if it's working now guys! ^^
  6. Commerade
    Commerade
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    Sorry everyone, forgot to add in the XComMod file because I'm a foolish individual...it should now work as intended!