XCOM 2

XCOM 2

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Incunabulum 1/fev./2017 às 14:18
Flamethrower - good god y'all, what is it good for?
Any cover at all protects completely, seems even a change in elevation can protect - though that may have been a bug on my part.

Doesn't damage cover, can't fire *over* cover (like you can with a real flamethrower).

Even for area denial its finicky - can't project a line in across the front of your dude, only a cone directly away.

So - who's found useful tactics for using it?
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Escrito originalmente por SamBC:
Escrito originalmente por Jesterofgames7712:
yes it does
it affect's aliens through low cover and high cover at angle's
but i can get a screne shot if you don't believe me
Clearly not reliably. I've had mixed luck with it. At least it tells you if it will or not, though.
Yeah

But still I like the new flamethrower though it could stand to be buffed a little
LeftPaw 2/fev./2017 às 5:23 
The only damage I have managed to do with the flamethrower so far, is to myself, my squad and property. It seems advent are flamethrower prof, and just laugh at my flexible nozzle.
Escrito originalmente por SouthLane:
The only damage I have managed to do with the flamethrower so far, is to myself, my squad and property. It seems advent are flamethrower prof, and just laugh at my flexible nozzle.
try roust then

amazing range and penitrates all cover (as far as i've seen) and forces enemies to move in mass
R2_Opus2 2/fev./2017 às 10:36 
There's one thing I wanted to try and haven't yet, and that's to see if I can't get the Ghostwalker perk on one. My issue is I can never seem to get close enough to warant the choice over rockets.
SpiderKhan 2/fev./2017 às 10:39 
Escrito originalmente por R2_Opus2:
There's one thing I wanted to try and haven't yet, and that's to see if I can't get the Ghostwalker perk on one. My issue is I can never seem to get close enough to warant the choice over rockets.

You kind of have to figure out their patrols and then stand them somewhere they walk in range for the flame ambush. Tends to be Trickier to do with timed missions. Giving them SMGs helps get close both before breaking concealment and after, and you can also get stuff like covert in the AWC of course.
R2_Opus2 2/fev./2017 às 12:27 
I'll have to remember that thanks.

On a seprate note, but relating to the stealth stuff. I run a class mod that has a scout that can get really close, I think that's what covert does that you're talking about. I had him sprinting at one point and ended his turn right smack next to a civilian and it didn't get discoverered.

Anyway, he's my hero - The first one to solo a mission with hours to apare to infiltrate.
Escrito originalmente por CombatMist:
weak vs robots.
This is false as of staff sargent for technical's where they get an ability that let's you hit robot's with the flame thrower

Escrito originalmente por CombatMist:
Cant you use both rocket and flamer in same mission. Free is free. Can it be combined with heavy weapons
Yes you can you can use rocket and flamer in the same mission

And no it can't be combined with other heavy weapons You can only gain additional uses of what you have
Última edição por Jesterofgames7712; 2/fev./2017 às 15:54
Citizen Joe 2/fev./2017 às 20:14 
Escrito originalmente por CombatMist:
Ya the flamer needs perks to hurt robots. As said base flamer for techinal or hellfire does not hurt robots which is a weakness of it. I think it could have been handled differant to effect armor and robots. Probably just have armor double vs flamers orr just robots have double vs flame. Or be overhaul and give armor differant resistance vs damage types. Suach as flaer do full damage vs unsealed none metal armors.

The flamer does have a perk to hurt robots dude. See the "Phosphorus" perk for the Technical class. Staff Sergeant rank.

Also if anyone's flamer isn't pathing a tile or two around corners or over cover, maybe consider submitting a bug report, because it is supposed to do exactly that and has been working fairly reliably for me when I've had the opportunity to utilize it.
Última edição por Citizen Joe; 2/fev./2017 às 20:15
chebur2012 4/fev./2017 às 13:29 
techs kill loot, which is lame and should have a perk like grenadiers. Otherwise just use assaults. best killing machines for raids
Escrito originalmente por chebur2012:
techs kill loot, which is lame and should have a perk like grenadiers. Otherwise just use assaults. best killing machines for raids
Loot Shouldn't matter over wiping out or nearly wiping out an entier pod.
Damage-wise Flamethrowers do not scale well at all. Eventually Advanced and Elite units will simply start shrugging off the flamethrower like its nothing, which is made even worse by the fact that the Burning and Panic effects are not guaranteed. I've had some luck with FT technicals thus far, but I think that you're better off investing in Assaults if you want pure CC murder.
Vilehydra 7/fev./2017 às 22:24 
My first MSGT was actually a Flamer Technical, Fortify+smoke shield+Aid Protocol = 60-70 depending on the drone level, Literally just send him in, quickburn Firestorm and finish of whatever is necessary with a second flamer
Technicals are trash as you approach a little past midgame of LW2. They're literally there to carry your feeble Grenadiers until they get real perks. Flamethrower is good, rocket is good, but they're situational.
Escrito originalmente por marshmallow justice:
Technicals are trash as you approach a little past midgame of LW2. They're literally there to carry your feeble Grenadiers until they get real perks. Flamethrower is good, rocket is good, but they're situational.
How is a rocket situational?
it can soften up hard target's and take out or heavily injure said targets' support unit's

not to mention there bunker buster rocket's can demolish entier buildings worth of cover
And anicdotal evidince here so take it with a grain of salt
But i once cleared about 7-8 enemies with a single rocket
Though to be compleatly fair to the anicdotal evidince i have I was playing on rookie
Última edição por Jesterofgames7712; 7/fev./2017 às 23:05
Escrito originalmente por Jesterofgames7712:
stuff

That's cool, I never said either were bad, only that they were situational. I said that technicals are trash as LW goes on because their perks only benefit their limited utilities - and they don't get many of them. Equip a WAR suit on a Grenadier and you've got a better Tech. But their peak performance is very clear; in the first couple of months they, along with an Assault & Grenadier, are your panic buttons.

Having to wait a turn to set up a rocket with 2-4 tile scatter instead of 4-8 can be detrimental over just bringing two 6+perk Grenadiers specced slightly differently apiece. You can control what blows up, which in mid-late LW2 is vital because you sure as hell don't want to be having a rocket scatter einto a wall and reveal another pod.

In XCOM 1's Long War, Rocketeers were a must bring every single time since you had the time to steady and overwatch trap, and Grenadiers (Engineers) were mainly cover destruction & smokes.

Última edição por marshmallow justice; 8/fev./2017 às 0:12
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