XCOM 2
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[WoTC]SPARK Flamethrowers
   
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29 Sep, 2018 @ 1:30pm
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[WoTC]SPARK Flamethrowers

Description
This mod adds a new weapon type for SPARKs with all 3 tiers, Spark Flamethrowers have 3 fire modes, a standard flamethrower attack, a grenade attack and a beam attack.

WHAT IS IN THIS MOD:

  • New weapon type complete with all 3 technology tier variants.

INFO:

SPARK Flamethrowers

SPARK flamethrowers have 3 different fire modes, the standard flamethrower attack uses a single ammo point, and the damage as a lot of spread, for example, the Inferno Cannon(which is the conventional tier of the flamethrowers) will deal between 2 to 6 damage, meaning that if you use it on a bunch of advent troopers, it could outright kill some, but only wound others.
The second fire mode, is a grenade like ability, it deals a flat ammount of damage, utilizes 2 ammo, and has 2 charges(meaning you can only use it twice per mission), and the range and radius of the grenade increases with each tier of weapon.
The final fire mode is a beam attack which utilizes the entire pool of ammo, it has increase accurracy the closer you are to your target, it deals a flat ammount of damage but it also pierces and shreds armor.
Also fyi all 3 tiers deal pure fire damage, so it's going to be useless against any enemy that is inmune to fire damage.

How to obtain them:

First you must complete the Purifier autopsy, once you have completed the Purifier autopsy a second research will appear for "Spark Flamethrowers" and after completing the Spark Flamethrowers research you will be able to build the Inferno Cannon in the proving grounds.
The Flamestorm Cannon will appear in the proving grounds after building the Inferno Cannon and completing the Gauss weapons research.
The Apocalypse Cannon which is the final tier for the SPARK flamethrowers will appear in the proving grounds after building one flamestorm cannon and completing the Heavy Plasma Research.

KNOWN ISSUES:

During testing i encontered 2 issues, the first one is a vanilla issue although personally i have never encountered it until now. It seems to be that when a fire weapon tries to "apply fire to the world" to tiles with water, the game will crash. I was able to reproduce this issue a couple of times and i was able to reproduce it using the normal fire grenade, the purifier flamethrower and grenade, and the vanilla flamethrower heavy weapons. So my only advice is to try and not target water with these weapons, although sometimes it didn't crash the game when i did. tl;dr: Exercise caution.

The second issue i hope just goes away magically during standard play, but whenever i tested the weapon it would start with 1 ammo out of 3, i asked around and my theory is that it has something to do with trying the weapon in debug tactical. Unfortunately if the problem persists i don't have the faintest clue what could cause it.

COMPATIBILITY:

As far as i'm aware this mod should be compatible with everything as it only adds new weapons that are classified as "Spark Rifles" just like the standard Spark Rifle.

FAQ:

Do i need to start a new campaign for this?

It should, but if you want to be on the safe side make sure it's a new campaign. Also general reminder to nuke your .inis in yourdocuments before you start a new campaign.

Can i edit X in the .inis?

Pretty much every stat and value should be configurable in the .ini file. There is only one, XcomFLAMEData.ini.

PERMISSIONS:

You are free to use anything and everything in this mod for your own mods and/or purposes, in fact not only are you allowed, i encourage you to do it.

PATREON:

If you wish to keep up with early previews, updates or simply wish to support me in some way i have set up a Patreon.

https://www.patreon.com/Claus

Thanks, and hope you enjoy.
Popular Discussions View All (5)
3
1 Oct, 2018 @ 9:08am
PINNED: Bug Reporting
Claus
2
8 Jul, 2019 @ 5:22am
Simplified Chinese Translation
zxc2008
0
3 Aug @ 12:30pm
Локализация LOcalization Rus
KuMunRen
74 Comments
Price 4 Jul, 2021 @ 8:32am 
i used the apocalypse canon on a group of lost and they were totally unphased
Kiruka 14 Sep, 2020 @ 7:41am 
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://steamproxy.net/sharedfiles/filedetails/?id=2210732936
Ghosty_Jr 27 Apr, 2020 @ 7:32pm 
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 2 Apr, 2020 @ 11:47am 
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 27 Jan, 2020 @ 7:03pm 
Perfect for the Scorch Titan
FuckinVetgetable 30 Oct, 2019 @ 9:01am 
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 17 Mar, 2019 @ 9:10pm 
In my test if I delete code line SPARK_INFERNOCANNON_GUARANTEEHIT_TYPES=TheLost in XcomFLAMEData.ini
Damage to lost will return to normal.
Frozium 17 Mar, 2019 @ 8:25pm 
@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 20 Jan, 2019 @ 10:49am 
Does this work with the MEC Trooper mod?
keyofrage yt 12 Jan, 2019 @ 1:54am 
would it be possible to create a shot gun like weapon for the spark