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+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="chemthrower")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="canister")
https://steamproxy.com/sharedfiles/filedetails/?id=1918448514
The other idea being, the melee attack the Akimbo class employ with their pistol.
This would then re-enable the FireBugs to employ their pistols again and possible use it as a auto-melee attack after they have fired their other weapon off in overwatch.
The flamethrower is only good as far as dealing with ADVENT and the aliens before they get up to the fire-proof armour and it pretty much renders the unit redundant for normal ADVENT/alien missions.
If you also have the Better ADVENT mod installed, the purifiers come armed with a weapon called the Flammenwerfer.. It's essentially a flamethrower/shotgun crossover and fires on overwatch. The unit doesn't default to the pistol which is therefore it's only form of attack which overcomes the fire-proof armour penalty.
Because of course, they're pretty much close-range troops and/or used for area denial, I'm looking at seeing if I can implement Bladestorm into their skills.
Weird, huh?
Anybody have an idea of what may be causing this? In the ini file he's clearly got proper skills set up.
1, Don't create Firebugs with Advent Flame Throwers and Grenade Launchers. Both weapons don't offer Overwatch capabilities, something I would have hoped with the flame thrower.
2, If you have to arm your Firebugs with Advent Flame Throwers, you can only choose to arm them with a pistol as a secondary weapon which of course is a reduced aim and damage weapon.
3, Probably the best and only worthwhile weapon configuration is a shotgun primary and pistol secondary, which isn't as worthwhile in CQB as the Ranger's capabilities with the blade.
Overall, the soldiers look badass with the flame thrower and secondary as a grenade launcher or pistol, but utilise them solely in squad as a support unit and not a main one.
The kind of enemies that the flamethrower is good against are the kind the bunch up, which is to say all the ones that rely on close combat (mutons, lancers, faceless, lost and Chryssalids). I would give the firebug a special Hazmat Suit skill (protection against fire, acid and poison and +1 armor) as a unique starting skill. Then a skilltree that is dedicated to close combat survival (since it will be in melee range a lot and easily flanked) and one that is dedicated to controling the enemy movement (like flushing out enemies from cover or causing them to panic). Personally I would give it a melee weapon but no mobility skills, so that it doesn't overlap with the Ranger.
I think instead of the grenade launcher, or a pistol, I'd actually like to see this paired as a secondary weapon with a regular assault rifle. It's a situational weapon, like the grenade launcher, so that fits best in my mind.
Plus, now my Grenadier is jealous.
nice idea of a class