XCOM 2
[WOTC] Pipe Bombs
41 comentarii
feddy fazbender 13 iul. 2023 la 20:09 
I'm surprised people aren't talking about mailboxes.
Iridar  [autor] 19 dec. 2021 la 9:05 
@SgtoPereira>>>
Should be.
SgtoPereira>>> 19 dec. 2021 la 8:57 
Hi. Compatible with LWOTC ? Thanks.
Arkhangel 11 mart. 2021 la 21:28 
@KT Clearly you don't know how Pipe Bombs actually work. also, Free Action = handheld detonator.
Iridar  [autor] 22 febr. 2021 la 5:37 
@N/A
Highlander has nothing to do with it.
N/A 22 febr. 2021 la 4:43 
thanks. if the ability for all of them to be detonated at the same time ever becomes available it would greatly increase their usability but i assume that would require someone to add it to highlander.
Iridar  [autor] 22 febr. 2021 la 4:39 
@N/A
A limitation for now.
N/A 22 febr. 2021 la 4:23 
just wanted to double check as i'm figuring out how to use this but a soldier can only detonate their own pipe bombs? i tried throwing two, from two different soldiers and they could each only detonate their own bomb. is this intended behaviour or a limitation of implementation?
KT Chong 20 mai 2020 la 3:31 
Also, after being thrown by a soldier, another soldier should be able to shoot at/detonate the pipe bomb as an aiming target, like how another soldier can shoot at/detonate the claymore that has been thrown by a Reaper. So that the mechanics of the pipe bomb remain consistent with what is already in the game, (i.e., the Reaper's claymore.)
KT Chong 20 mai 2020 la 3:26 
IMO detonating the pipe bomb should not be a free action. The Reaper uses one AP to throw a claymore, and then uses another AP to shoot at/detonate the claymore. The pipe bomb should work similarly.
Scroller 9 apr. 2020 la 7:31 
@Iridar - Thanks for the information/confirmation.
Iridar  [autor] 9 apr. 2020 la 7:29 
@Scroller
There is Muton Autopsy, which unlocks Plasma Grenade proving grounds project, which unlocks Advanced Grenades proving grounds project.

There is also a repeatable Experimental Grenade proving grounds project, which will craft special grenades one by one. It is not used by this mod by default.
Scroller 9 apr. 2020 la 7:04 
@Iridar - That being the case, it will probably work then. I could have sworn there was Experimental research for ammo and grenades but I haven't played the vanilla game for so long I can no longer be sure what it was like.
Iridar  [autor] 9 apr. 2020 la 6:59 
@Scroller
There is no "Experimental Grenades" research.
Scroller 9 apr. 2020 la 6:53 
@Iridar - Well, does it rely on the Experimental Grenades research to become available?
Iridar  [autor] 7 apr. 2020 la 8:55 
@Scroller
No idea.
Scroller 7 apr. 2020 la 8:19 
Great idea but I do have one question:I have one or more mods installed that give access to grenades without relying on the Experimental research - would these mods interfere with getting the pipe bombs?
MrCloista 19 oct. 2019 la 5:14 
That worked :) I nerfed the main damage and radius, and increased environmental damage, and voila! breaching charges :) As usual, you're a star :)
Iridar  [autor] 19 oct. 2019 la 4:47 
@MrCloista
Oh, sorry, forgot one thing. Fix uploaded.
MrCloista 19 oct. 2019 la 4:36 
Setting "PIPE_BOMB_DETONATION_BREAKS_CONCEALMENT = false" still makes detonation break concealment.
Iridar  [autor] 19 oct. 2019 la 4:14 
@MrCloista
Uploaded the update. Haven't actually tested. Configure the mod and let me know if it works the way you want.
MrCloista 19 oct. 2019 la 3:27 
I don't use Stealth Overhaul, is a little over complicated for my liking.
Iridar  [autor] 19 oct. 2019 la 3:24 
@MrCloista
If you use Musashi's Stealth Overhaul, you can configure either or both to always retain concealment. If not, I can look into making it configurable.
MrCloista 19 oct. 2019 la 3:21 
Damage is fully configurable by the looks of it. Concealment is not, same with Musashi's X4 charges. Was hoping to be able to configure them as satchel charges which could be used to create a targeted breach point without breaking concealment (unless attracted advent troops saw you).
Iridar  [autor] 18 oct. 2019 la 18:23 
@MrCloista
Check the configuration files, i don't remember which parts i made configurable
MrCloista 18 oct. 2019 la 18:14 
Is it possible to make detonating them not break concealment and to change their stats?
Iridar  [autor] 1 iun. 2019 la 14:08 
@daNk
Made a mistake in there, uploading a fix.
k1N6_mAEkR 1 iun. 2019 la 6:10 
When I'm using molotovs and pipe bomb mods together, only molotovs are showing in campaign team loadout. ???
Kiruka 26 mai 2019 la 13:47 
@Void Light
Right out of the box without any edits, X4 charges do more damage to enemies on average and a LOT more damage to structures than pipe bombs do, and they also don't count as grenades in terms of inventory limits (I'm not sure if pipe bombs do as I haven't played with them yet). They're a great tool for blowing a hole in a holding cell or in the side of a fortress. Nonetheless, with how much less prep work pipe bombs take, I personally bumped up the minimum damage on all 3 tiers of X4 charges by 2 (so the conventional tier one does 4-7 damage instead of 2-7).
Snipe 25 mai 2019 la 11:16 
"Either way this is a nice alternative for the X-4 mod, although I am kinda hard pressed to see a reason to use both." If I'm not mistaken the X-4 when thrown ends your turn and can't detonate until the following turn. So if the intended purpose is to blow up a pack of ADVENT, they might not be there the following turn so the X4 is pointless at this point. Cheers.
d_valroth 24 mai 2019 la 16:27 
Always down for more gritty, cobbled together weaponry.
Iridar  [autor] 24 mai 2019 la 14:08 
@Void Light
You could balance them separately, and have one as a big chunky thing with short throw range that deals a load of damage, or specializes in envrionmental destruction.
Pipe Boms are just a quick port from Duke Nukem mod, and more like an alternative to normal Frag Grenades rather than X4 in particular.
VoidLight 24 mai 2019 la 14:05 
Oddly enough I though this mod would offer a starter/cheap explosive with a hand made feeling, since as said before, it is VERY similar to X-4 explosive.

I assumed that the explosive would be less reliable if that makes any sense.. Like when you throw it had a random chance of exploding within 0-3 turns but cost 0 actions points with a lengthy cool down.

Either way this is a nice alternative for the X-4 mod, although I am kinda hard pressed to see a reason to use both. This one does work well with grenade perks and such and im not sure if the X-4 does the same so I guess I got some experimenting to do.
The Dead Kennys 23 mai 2019 la 11:58 
So it's like a smaller, easier-to-throw x4 charge, awesome.
Iridar  [autor] 23 mai 2019 la 1:23 
@asm987
If you're talking about the demo video, there's a female civilian behind the Muton.
Blaze 23 mai 2019 la 1:12 
I know this is from Duke, and has nothing to do with Left 4 Dead, but one thing that would be neat - if it created a "Lost Lure" effect where the pipe bomb is thrown, which ends when it's detonated :P
asm987 22 mai 2019 la 18:06 
Is it the explosion that makes the sound something like.... female tarzan?
Iridar  [autor] 22 mai 2019 la 9:36 
@LondonStolte
Throwing doesn't, detonating does.
Elster 22 mai 2019 la 9:34 
Does throwing a pipe bomb break concealment?
NightNinja54 22 mai 2019 la 5:33 
Agreed, this is pretty cool. I enjoy the additional variety in the early game as well as the added complexity in planning turns
Darrish 22 mai 2019 la 4:16 
Awesome :)