Flamethrower Rework


Balances flamethrowers. Flamethrowers deal considerably less damage, but will hit enemies much more reliably without dragging behind them. Fluid consumption is increased. Heavy and light oil give much better damage buffs. Everything is configurable, including range and firing arc size.

Tweaks
14 days ago
2.0
99
Combat

g Collateral Damage caused by Target Leading

14 days ago

This mod is making the flamethrowers destroy my own turrets...

What happens is the aliens run towards me, it tries to lead them, and then fires on my own turrets killing them =P

13 days ago

In my opinion, that's actually a nice side effect of the target leading. It becomes quite important to consider the positioning of the flamethrower turret, and surrounding infrastructure

13 days ago

Interesting. I always placed my flamethrowers at the back, used lasers and uranium ammo up front. With this I might have to swap that around, flamethrowers up front and the rest behind. It's kind of annoying as the flamers are longer turrets but I haven't really tried. Maybe it's worse cause of my save is railworld, deathworld marathon with Space Age: Hardcore mod and BREAM (biters appear anywhere). So when biters attack your back line, or any building, your flamers do more damage than the biters do, and there is no smart targeting or easy way to turn them off.

How did you end up making your defenses?

13 days ago

I honestly didn't playtest the mod in a real late-game base, but I messed about on a deathworld teetering on the brink of big biters. I didn't have the time or resources to set up a full wall so I had outposts everywhere, flamers and guns haphazardly thrown into boxes. In that case, the target leading was especially bad for collateral damage, but I thought it was a cool trade-off.

Not that I can control whether they cause collateral damage. Target leading is just going to do that, I used built-in attributes to add it to flamethrower turrets. Maybe I can add fire resistances to other turrets, or extend the range of gun turrets to compensate for them needing to be placed further back, unsure.

I don't think it's too big of an issue once flamethrowers are actually put into good spots. Maybe having to do that is too limiting and I've introduced more problems than I've solved, also unsure. I figure, another option is to lean into the collateral damage and bump their damage back up, so that if they're positioned wrong it Really causes issues.

Given, I've added a ton of settings for people to customize the changes, so I figure worse case is that some people will turn off the target leading in the startup settings.

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