Non-antagonizing weapons #146
Replies: 3 comments
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I tried to use it to cheese the Zealot Columbo mission, but you're too far out of range, and moving close enough just triggers the enemies to attack en masse. There must be some other levels it would work... |
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Notice that if you do a constant flame on a path, enemies will stop before it. Not sure if they still do this if they're aggroed, but if they do - maybe flamer could be used to keep enemies at distance with one agent while the rest stand nearby waiting for their LR Rifles to reload. |
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Enemies (and your agents too) only react to direct damage, not to splash or explosions. It's super annoying when you're swarmed by enemies with the Launcher and your agents never shoot back themselves because they haven't received a direct hit yet but keep getting pushed around by the splash damage. But I do consider this working as intended, otherwise friendly NPCs would get antagonized by accidentally moving into your explosions.
You can exploit this behaviour there if you want and just chuck a few Nuclear Grenades into the nearby group at the start without them going hostile. As for the Flamer, in the german version I used to play this weapon is really weird. As you know the german version is censored in many places, and one of them is that people can't be set on fire. So when you hit someone with the Flamer, one of two things happen: either they lose health incredibly fast and just die like with any other weapon, or the stream of flame goes through them and... does nothing? Like if your target had collision disabled. This was probably just a bug, but it happened very often, so the Flamer was even more useless than in the regular version because it had a good chance to do nothing at all. -edit- |
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I just noticed that using flamer on a group member does not antagonize that group.
I wonder if it can be used as a strategy for some of the missions..
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