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Thread: What Id' REALLY like to see in this version of XCOM...a flamethrower

  1. #1
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    What Id' REALLY like to see in this version of XCOM...a flamethrower

    I'd like to be able to take one into a crashed UFO and really clean house if I need to.

    Maybe DLC?

    Please make it happen
    Last edited by insidius; 05-26-2012 at 11:46 PM. Reason: Poor grammar.

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    Too short range and slow firing. Primarily used to clean out fixed fortified positions, of which the aliens have none.

    Translation? No point.

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    I like it, short range or not. You know wish you had one when you make a long move and turn only to see the alien is right next to you

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    Thats what the shotgun is for. Assuming your soldier "class" is such that he has "earned" the "shotgun perk" to activate the "shotgun special ability" (ie- pulling the trigger).

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    Short range? Mount one on a HWP and have atter.

    I think it's a weapon that should be in game, doubt the civilians would appreciate it though. But if they can deal with grenades being thrown onto their cars, they can handle a flame thrower.

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    No point?

    When you KNOW there are enemies in a room and you don't want to expose yourself to kill them. Fill the room with fire. Done deal and no messy explosions.

    Besides, flamethrowers are amazing fun and the graphical representation of them in this game (considering how well done the flying suits are) would be pretty sweet.

    EDIT:

    Short range?

    A WWII flamethrower had an effective range of over 60 feet. That's not exactly 'short range.'

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    well fire was a weapon type in the first game... incendiary shells probably made it in somewhere...

    having a flame weapon with a shotgun's range would be quite cool... wonder if fire grenades and missiles made it in?

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    Quote Originally Posted by LeftyRighty View Post
    well fire was a weapon type in the first game... incendiary shells probably made it in somewhere...

    having a flame weapon with a shotgun's range would be quite cool... wonder if fire grenades and missiles made it in?
    I'm sure different grenade types are in, especially things like smoke. It'd be neat to see biological gas grenades in, tailored to kill specific DNA types (i.e. aliens) that take a ton of time to research and build, but pay off in the end.

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    Quote Originally Posted by insidius View Post
    A WWII flamethrower had an effective range of over 60 feet. That's not exactly 'short range.'
    Plasma rifle has an effective range of 5000 yards. The Laser rifle has a range of 6 kilometers, limited by atmospheric attenuation.

    Yes, I would say that the flamethrower is short range.

    EDIT- "No point?

    When you KNOW there are enemies in a room and you don't want to expose yourself to kill them. Fill the room with fire. Done deal and no messy explosions."

    Yes, no point. The aliens are not in a fixed position. Flaming a small room will do nothing except force them to exit the room, which is fine, but there is already a mechanic for this (gas grenades). Out in the open (where most of the combat has been in the videos) its essentially useless.

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    I'm sorry, but you will never convince me that having less tactical options in a strategy game is a good thing.

    Yes, there are other ways to accomplish the same thing, but that's what variety is all about. Having lateral options to solve problems is a good thing.

    It's essentially useless out in the open? So what? That isn't where you'd be using it anyway. Just like you don't use grenades at point blank range. Everything is situational. That doesn't mean you should never use it.

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    Quote Originally Posted by insidius View Post
    I'm sure different grenade types are in, especially things like smoke. It'd be neat to see biological gas grenades in, tailored to kill specific DNA types (i.e. aliens) that take a ton of time to research and build, but pay off in the end.
    they said smoke grenades was in for the support class, instant cover for troopers inside the smoke, in one of the vids

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    Quote Originally Posted by katscan View Post
    Plasma rifle has an effective range of 5000 yards. The Laser rifle has a range of 6 kilometers, limited by atmospheric attenuation.

    Yes, I would say that the flamethrower is short range.
    I
    EDIT- "No point?

    When you KNOW there are enemies in a room and you don't want to expose yourself to kill them. Fill the room with fire. Done deal and no messy explosions."

    Yes, no point. The aliens are not in a fixed position. Flaming a small room will do nothing except force them to exit the room, which is fine, but there is already a mechanic for this (gas grenades). Out in the open (where most of the combat has been in the videos) its essentially useless.
    Nobody is saying you have to use it, thats what other players are for, its just a badass weapon. Id take a bullet rather than getting burned alive any day.

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    Actually, in UFO: AI the flamethrower remains a consistent go-to weapon for ship clearing. Because unlike a shotgun they let you sweep it, I've wiped out whole rooms with it. I do think that the only thing standing in its way is that no nation really uses them anymore, so in XCOM's modern setting (Unlike AI which took place after a war so they could have brought back the flamer). They've pretty much been made illegal by various treaties.

    Other than that there's no stable way of actually carrying the fuel. A bullet is enough to blow the tank imagine what what hot plasma would do to it.

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    Quote Originally Posted by Inkidu View Post

    Other than that there's no stable way of actually carrying the fuel. A bullet is enough to blow the tank imagine what what hot plasma would do to it.
    Exactly! It's things like this that makes for an exciting game Imagine your flame guy going in to clear a room and getting sniped by an alien, making him explode all over the place taking out half the room, 2 aliens plus one of your own guys. Memorable experiences, my friends.

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    Quote Originally Posted by insidius View Post
    Exactly! It's things like this that makes for an exciting game Imagine your flame guy going in to clear a room and getting sniped by an alien, making him explode all over the place taking out half the room, 2 aliens plus one of your own guys. Memorable experiences, my friends.
    Yeah... I think I'm going to lose enough people to aliens. I don't need the flamer in the back panicking and frying the whole squad.

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    If we are going to use such antiquated technologies we might as well bring muskets back. That also provides an alternate to the assault rifle. But then, Firaxis isn't particularly interested in giving us weapon options in this iteration of the game, with class-locking even the most basic things (shotgun).

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    Quote Originally Posted by katscan View Post
    If we are going to use such antiquated technologies we might as well bring muskets back. That also provides an alternate to the assault rifle. But then, Firaxis isn't particularly interested in giving us weapon options in this iteration of the game, with class-locking even the most basic things (shotgun).
    WHAT?????? I'm sorry but you are making abolutely zero sense here^^
    A flamethrower is NOT an antiquated weapon. The only reason they are no longer used is because the type of warfare has changed and they no longer fit into the much smaller scale military operations. And they have been banned by several international treaties.

    As for weapon locks: they have nothing to do with limiting your choices, but with balancing different classes.

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    Quote Originally Posted by Alucardex View Post
    WHAT?????? I'm sorry but you are making abolutely zero sense here^^
    A flamethrower is NOT an antiquated weapon. The only reason they are no longer used is because the type of warfare has changed and they no longer fit into the much smaller scale military operations. And they have been banned by several international treaties.

    As for weapon locks: they have nothing to do with limiting your choices, but with balancing different classes.
    I wouldn't say that's the ONLY reason, heh. Certainly they wouldn't be in use at the moment since they are cumbersome. And as to your second point- well, that is the point. They are limiting your choices to balance the game... which is what I said.

    I'm just bored at work and reading the Diablo 3 forums for entertainment only goes so far.

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    Cumbersome? Haha, the military doesnt care that you have to move heavy things,

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    Quote Originally Posted by katscan View Post
    Too short range and slow firing. Primarily used to clean out fixed fortified positions, of which the aliens have none.

    Translation? No point.
    This --^ And this ---\/

    "I'm just bored at work and reading the Diablo 3 forums for entertainment only goes so far. "

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    Quote Originally Posted by katscan View Post
    I wouldn't say that's the ONLY reason, heh. Certainly they wouldn't be in use at the moment since they are cumbersome. And as to your second point- well, that is the point. They are limiting your choices to balance the game...
    I don't think they are class locking weapons to balance the game actually - if you have noticed by now they have made every choice you make, matter. They make starting in each different country matter with certain bonuses, they make it matter where you build certain bases facilities with adjacency bonuses, they make money matter with different places to prioritize ( tech, foundry, officers training ) and finally they make classes matter by making them unique. If they all had access to the shotgun, the system would fall apart. You gotta give them props for at least being so consistant.

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    Right, you don't want flamethrowers in the game and/or won't use them, we get it.

    In any event, they wouldn't have to be cumbersome.

    Imagine flamethrowers with modern (or even alien) technology. Plasmathrowers, anyone?

  23. #23
    Flamethrowers, and napalm can be a useful tool, but it would be volotile.

    Although really katscan, cumbersome isn't really a valid reason not to use it. Plenty of weapons in xcom were cumbersome, and that rocket launcher alone in the screen shots is bigger than a supports back, which he wears while shooting a rather large LMG. :|

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    Quote Originally Posted by katscan View Post
    If we are going to use such antiquated technologies we might as well bring muskets back. That also provides an alternate to the assault rifle. But then, Firaxis isn't particularly interested in giving us weapon options in this iteration of the game, with class-locking even the most basic things (shotgun).
    You don't know if the shotgun is as class locked as we think it is. The support guy could use it, too.

    What's it really matter though?

  25. #25
    Flamethrowers would rock. Its not antiquated, plenty of sci-fi movies still use flamethrowers. Starcraft uses it !

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    Well, in Aliens the Colonial Marines used Pulse Rifles and Incinerators. Give me a good ol' Incinerator for a Bug Hunt any day. Might be an effective weapon against hordes of Chryssalids and parasite infested zombies.

    So i vote yay for flamethrowers. I also vote yay for muskets...provided you can dual wield them whilst wearing a powdered wig.

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    Incendiaries did prevent Zombies killed with them from spawning Chryssalids in the original...

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    Quote Originally Posted by katscan View Post
    If we are going to use such antiquated technologies we might as well bring muskets back. That also provides an alternate to the assault rifle. But then, Firaxis isn't particularly interested in giving us weapon options in this iteration of the game, with class-locking even the most basic things (shotgun).
    i whould like to headshot a sectoid with a muket ,like a sir

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    Quote Originally Posted by Jeep-Eep View Post
    Incendiaries did prevent Zombies killed with them from spawning Chryssalids in the original...
    yup incendiari rounds where awsome ,too bad they don t give us more ammo options in the new x-com ,perhaps they will reconsider

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    Two things:

    One, I care more about grenade launchers than flamethrowers. I see flamethrowers as antiques whose only real value in games about modern combat is to satisfy the rule of cool. Firing a grenade launcher always seems to be faster and safer.

    Two, incendiary ammo in the old X-Com was awful in terms of combat effectiveness. I remember pumping five rounds of incendiary autocannon rounds into a sectoid and being amazed to see that it was still alive. The only thing it was useful for was starting lots of fires for illuminating a night scenario - which you should have had flares for anyway.

    I don't particularly care for fire in general. It's messy, it's slow, it's unreliable, it lingers too long, and it's indiscriminate. Fire is just so...uncivilized.

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    This is a war for the survival of Humanity, so treaties be damned! They might be 1000 years ahead of us as a civilisation, but I'm sure aliens dislike being set on fire just as much as any other creature!

    Fire is indeed uncivilised. So is war. As the Japanese colonel said in Bridge over the River Kwai: 'This is war! This is not game of cricket'!

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    Quote Originally Posted by alexey7891 View Post
    yup incendiari rounds where awsome ,too bad they don t give us more ammo options in the new x-com ,perhaps they will reconsider
    Where's your proof? Mass Effect 1, 2, and 3 had ammo options and they had an unlimited ammo mechanic (the last two games being a technically-so kind of thing). Just because you don't make it doesn't mean you can't have it if you research it or buy the upgrade in the foundry or something. I haven't seen it, but it's never been brought up before so it's a fifty-fifty shot.

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    Quote Originally Posted by Inkidu View Post
    Where's your proof? Mass Effect 1, 2, and 3 had ammo options and they had an unlimited ammo mechanic (the last two games being a technically-so kind of thing). Just because you don't make it doesn't mean you can't have it if you research it or buy the upgrade in the foundry or something. I haven't seen it, but it's never been brought up before so it's a fifty-fifty shot.
    if i remeber a while ago they were asked if we have alternative ammo it was either a podcast or an article,i m pretty sure heard that ,so mr inkidu still hungry for some blood ?/,you always look so agresive with you re comments ,what s the catch ?

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    Quote Originally Posted by alexey7891 View Post
    if i remeber a while ago they were asked if we have alternative ammo it was either a podcast or an article,i m pretty sure heard that ,so mr inkidu still hungry for some blood ?/,you always look so agresive with you re comments ,what s the catch ?
    I'm not being aggressive, I want citation. For all we know there's a perk down the tree of a class that imbues ammo with special properties for the clip you've got currently loaded.

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    Mod note: Just a reminder to avoid completely vague thread titles. I added "flamethrower" to this title so people browsing would know the actual topic of discussion. For the most part, the members of the XCOM forum have been great about this. Thanks.

    It's also specifically mentioned in the forum rules:
    12. Use descriptive thread titles: When posting a new thread, use a clear and descriptive title. Thread titles such as "Why is this??" or "Ummmm..." may be closed or renamed at the discretion of the mod team or 2K staff. This was mentioned earlier, but bears repeating: if you are talking about something that is a spoiler, mention it in the title.

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    UFO Extraterrestrials did flamethrowers and toxin guns pretty well in my opinion, they were very effective against most alien types so as to warrant at least 1 user per squad. The fire would spread 1 square in every direction from the center.

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    Quote Originally Posted by japester View Post
    Mod note: Just a reminder to avoid completely vague thread titles. I added "flamethrower" to this title so people browsing would know the actual topic of discussion. For the most part, the members of the XCOM forum have been great about this. Thanks.

    It's also specifically mentioned in the forum rules:



    I don't see how my title was 'vague,' but I guess I can't really argue with a mod. The topic of discussion is what I'd really like to see in this version of xcom. It's right there in the title.

    I concede and apologize.

  38. #38
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    "What I'd really like to see..." is completely vague (unless you consider yourself a celebrity that others might be interested in learning more about). All we know from that title is that it's a topic which interests you.

    It could have been about a weapon, a vehicle, an alien, a combat mechanic, stats, videos, pacing, music, mods, DLC, or a million other things. In fact, that same title could replace at least half of the existing threads in this forum. It's the kind of title where you force folks to click on it before they can decide whether it's something they are remotely interested in. And we prefer to extend the courtesy to all members that they can skim the root directory and figure out what they want to read without making them click every single thread.

    Mods aren't infallible, anyone is free to question us. But it's better done via PM. In a case like this, however, there's not much room for misinterpretation since it's crystal clear. And no need to apologize. I didn't think you did it on purpose, which is why you weren't penalized in any way whatsoever with an infraction for breaking the rule.

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    Quote Originally Posted by LeftyRighty View Post
    they said smoke grenades was in for the support class, instant cover for troopers inside the smoke, in one of the vids
    Presumably smoke will mess up your laser rifles.

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    I have been thinking about this one. I like the idea of the flamer but it would be too over powered. Just open the door and flame out the room, repeat, end mission. However it could work. Imagine if your soldier got mind controlled in the middle of your squad... no more squad. I think it would be a risk/reward sort of thing. It would dominate in tactical missions but to stop it being totally OP the flamer would be the first the aliens target every time. I think if I lost an entire squad to an exploding flamer or a mind controlled one that would be the last time I use one.

    The other thing that would stop them being OP would be the damage they cause. In Xcom Apoc the auto cannon (personal fav) had the incendiary rounds. Great for clearing rooms of brain suckers and anything living.... but then the fire would very quickly spread taking out most civvies in the process. Never a good thing for the bank account.

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