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flamethrower mech

Posted: Thu Jul 11, 2019 8:53 am
by Anac@nda
Hi guys!

Hope there are still players around, no matter everybody's getting anxious about TI crawling closer and closer...

I am personally still working with my first playthrough -- which means there are new things behind every corner to be discovered -- and got to think have anyone ever tried out a flamethrower mech build, and if so, found anything that could or would work? I tried looking one up and found nothing, so I drafted few sketches up mi self.

The main problem with BBQ party is that the mop runs fast out of gas and there are only one perk and one item that buffs the thrower in any case. The good side is still rather obvious: panicking entire pods for multiple turns so that the rest of the squad can finish them off safely could be worth the trick.

GUARDIAN support firebat:
https://docs.google.com/document/d/1Jww ... sp=sharing

ARCHER antimaterial firebat
https://docs.google.com/document/d/1lNF ... sp=sharing

GOLIATH firebat:
https://docs.google.com/document/d/1bpp ... sp=sharing

cons, in general:
- a lot of immune enemies...
- only one ability boosts flamethrower (Ranger), and it contradicts with other usefull picks...
- only one item boosts flamethrower (Incinerator Module), and it reserves an important item slot...
- fuel runs out fast, only Packmaster boosts it with +1, which in turn contradicts with other picks...

pros, in general:
- PANICK!!!!11
- decent, to say the least, AoE damage
- when used properly, non-immune enemies scatter like chaff in the wind
- when combined with well-used support (such as Shadow Device) a firebat is able to sneak behind enemies and cry satisfying havoc.

Any caveats, or ideas to work up from here?

Re: flamethrower mech

Posted: Wed Aug 26, 2020 10:42 pm
by poseidon595
There's nothing wrong with using and investing in the flamethrower. That being said, you must have other weapons on your mech as well, namely stuff that deals with whatever the flamethrower will not.

I don't think the flamethrower affects mechanized enemies for example, so the electropulse module might be a good pair with it. Alternatively, a proxy mine launcher or grenade launcher, which are both long range weapons, could also work. With certain mechs, I'm pretty sure you can get a flamethrower, EM module, and an explosive launcher.

Re: flamethrower mech

Posted: Thu Jul 08, 2021 5:27 am
by Anac@nda
Thank you for your comments.

Yes, flames do not affect mechanized units at all, and also flyers can escape it. It is importan to bring other means of conducting violence. Obviously you have a fire arm (pun intended) but I would prefer bringing something else that has unlimited amount of uses, such as a power glove (cant recall if there is anything else aside of a main fire arm?) Also it is worth noting that some of the most important enemies wont panic, such as berserkers.

I haven tried EMP yet.

I need to develop the concept further because I am not in laboratory conditions but instead, really struggling to keep up with the alien menace.