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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2018, 02:19:27 am »Also, tangentially related, has anyone found a good use for incendiary grenades? I usually ignore them, but I consistently see them in grenade-related mods so I figured someone must have found a use for them.
I use Incendiary Grenades often. I usually have one team member in a hazmat suit, the designated pyromaniac with >20 bravery, 35+ strength and 80+ throwing accuracy. This is the only role in MY army you can get away with being a bad shot. He wields as a sidearm a flamethrower, machine pistol/pistol or nothing. As a primary he carries as many incendiary grenades as possible, and some smoke / normal grenades.
Whenever some alien is in an awkward-to-shoot place he lights up the area from afar with his already-primed arsenal while my other guys keep behind good cover. Sectoids and MiB cook pretty well. Nobody wants to stand near him, and he keeps to himself. FAR away from anyone else. If he ever dies once out of the ship, anything nearby is going up in flames.
It's a pretty specialized role, I probably wouldn't want more then one in a squad. I mean... a whole team of pyromaniacs would just be ridiculous... right? Hmm...
The incendiary grenades also act as a rich man's flare, and is definitely more combat versatile per pound then flares. The fires don't keep burning very long though, so it's not a complete replacement.
They reward a cautious, methodical playstyle, where you generally keep control of the situation and don't have 'Oh shit someone take this alien down NOW!' moments all the time. The reduced urgency means you can wait a round or two to see if the alien cares more about being in cover or on fire.
By the way, an alien dying by ongoing fire damage is not a kill for the person responsible for the fire. My poor pyro isn't getting his due in ranks, cred and XP and awards. Talk about being unappreciated. Is this fixable? Seems like a good candidate for a commendation too.