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The Hell Fire projector sounds cool, but the short range of all flame based weapons requires the user to be too close to the enemy which puts them in danger as they have to move away from the squad, or the whole squad has to move with them and then everyone is too close to the enmey. So, IMO its also a waste of time and resources to bother with.
The Shredstorm cannon is my choice as it does more damage to more targets and it destroys cover as well.
The Blaster Launcher equipped by a higher ranked user ( more accurate targeting ) is more useful as LOS is not required.
I've been experimenting with Rainmaker lately (chiefly trying to let my Grenadiers use it) and it DOES seem to improve the Plasma Blaster quite a bit. It widens the beam to 3 blocks width, as opposed to 1 block width. But even then, what's the point? I can see literally no reason to use the thing over the Shredstorm Cannon or the Blaster Launcher, with or without Rainmaker.
And incidentally, whoever hard-coded all the SPARK abilities to such an extent, shame on you!
Plasma blaster can hit an enemy (or even a couple of enemies) that are right smack in the middle of friendlies or mission-critical targets that you don't want dead. It's absolutely a situational weapon, but having that ability can be nice from time to time.
Take the Shredder Gun, for instance. XComGameData_WeaponData defines:
SHREDDERGUN_RANGE=25
SHREDDERGUN_RADIUS=12
And that's what gets displayed in the armoury UI. Unfortunately, the weapon's actual are of effect is defined as:
ConeEndDiameter = default.SHREDSTORM_TILE_WIDTH * class'XComWorldData'.const.WORLD_StepSize;
ConeLength = default.SHREDSTORM_TILE_LENGTH * class'XComWorldData'.const.WORLD_StepSize;
where
SHREDDER_GUN_TILE_LENGTH=15
SHREDDER_GUN_TILE_WIDTH=5
Basically, the above means a 15-tile-long cone with a 5-tile-wide far side. Its range would actually be 15 and it should display an "Angle" stat instead of a "Radius" stat which means nothing. Incidentally, the angle in this case would be ~15.21 degrees. I think, that calculation is done in World Units, not Tiles in-engine.
Point is, the stats lie for no reason.
With some further investigation, I discovered that some weapons do actually display their real stats. Anything that's a radial AoE - Rocket Launcher and Blaster Launcher - will use the same stats for range and radius as it displays in the UI. You can trust the stats on those Heavy Weapons. Anything that's a line AoE - Plasma Blaster - will use the same stat for range as it displays in the UI. It won't use its radius stat whatsoever, however. You can trust the range stat, but disregard the radius stat, essentially.
Everything else is a cone and uses entirely separate stats defined in their own separate config file. Sometimes the real stats match, sometimes they don't. For anything that's a cone - both Flamethrowers, both Shredder Guns - you can safely ignore both the Range and the Radius numbers from the UI. Their actual numbers are the following:
SHREDDER_GUN_TILE_LENGTH=15
SHREDDER_GUN_TILE_WIDTH=5
SHREDSTORM_TILE_LENGTH=25
SHREDSTORM_TILE_WIDTH=6
FLAMETHROWER_TILE_LENGTH=15
FLAMETHROWER_TILE_WIDTH=5
*edit*
Here "tile width" refers to the width of the cone at the end of its range, though I don't know if that's straight-line length of arc length. Haven't dug in deep enough. These stats are given in tiles, but they're calculated in Unreal Engine World Units.
Seriously though, I'd take plasma blaster over the flamethrowers anyday. The useful thing about plasma blaster is it goes through walls/cover so there are plenty of situations when that can be really useful.
It ignores any and all armor.
It's a surgical tool compared to the heavy area destruction the others do.
I for one never bring the blaster launcher. It's excessive, destroys cover I would use in 2 turns. And on missions where you have to get supplies, it's a liability.