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+Abilities = (AbilityName=PurifierImmunities, AddAbility[0]=PurifierRemoteStartExplosion)
If you want edit ability cooldown\AP etc., then add another line:
+Abilities = (AbilityName=RemoteStartUnit, Cooldown=7, APCost=1, EndsTurn=true)
but if you want to duck some shit up? grab this thing
Thanks love it.
I remote-started a purifier on the Blacksite mission that was on the roof of the main facility building at the front.
After he blew up, the wreckage looked like the Oklahoma City bombing o_O
I can't take Agent 47 around an alien facility all by himself wiping out every pod by detonating purifiers anymore, and the challenge of doing it properly instead makes me sad.
https://steamcommunity.com/sharedfiles/filedetails/?id=1958853933&searchtext=Purifiers
Maybe even with a 'consume all/double ammo' cost, or a 'Break Shadow' cost... and to think it's been working flawlessly up until the CX Purifier Revamp :)
A possible balancing idea. Have second wave damage falloff applied as default, but burning applied to units within the radius guaranteed
Great fun though - thanks =)
Like niesie_mol asks, how can we adjust the blast radius making it the same as for vanilla purifier explosion?
I'd rather keep the radius smaller, cuz I just blew up my entire Haven map....
On the other hand it does make the reapers in such a game very powerfull (and somewhat needed).
"Cautious VIPs" & "FixedSniperHotkeys" - 100% no idea why they causes issues but hey, have found my problem and I prefer this over them :)
Thanks for the help all
Please see screenshot here - http://steamcommunity.com/sharedfiles/filedetails/?id=1315115918
Clear LOS, remote start on my reaper, no 2nd remote start, I have ammo able to fire
Unsure what has gone wrong :(
I have started an entire new campaign to test and I still can't get the reaper to target the purifiers
The mod requires a new mission to take effect. If you enabled it in the middle of a mission, it will only start working from the next mission on.