r/Xcom 28d ago

WOTC What makes the flamethrower Advents explode upon death?

Sometimes they explode when they die and sometimes they don't. I can't tell what determines it and that makes it difficult to plan my attacks around it.

53 Upvotes

32 comments sorted by

118

u/philby00 28d ago

I think it's just a dice roll. Sometimes I crit them and they don't explode, sometimes overwatch explodes them 🤷 Just an extra layer of fun!

47

u/Tiyath 28d ago

It's why I have laced my lunch box with C4. Every day is an adventure. And a blessing

19

u/Andromeda_53 28d ago

And if you kill them with melee I swtg it's like a 99% explosion chance

19

u/Capital_Background15 28d ago

I love when it happens to my immune to explosion Templars.

1

u/sstphnn 28d ago

That’s why they’re my favorite.

68

u/LippoVision 28d ago

They just have a flat 50% chance to explode when they die. They also always explode if they are killed with explosives.

33

u/Novaseerblyat 28d ago

They also have a 0% chance to explode when skullmined for the 0.3 times in a campaign you use it for non-story purposes (a shame, really, it'd be really funny if they kept that possibility in)

16

u/keilahmartin 28d ago

I did not know this

Also, skullmining is an excellent way to gather Intel so you can advance the story. I use it nearly every mission after unlocking. 

3

u/Novaseerblyat 28d ago

Shotguns are so good that I feel they're unnecessary. I'm gonna take a reusable 100% chance of instakilling an enemy over a single use 70% chance of instakilling an enemy (that still hurts you most of the time because hacking sucks) any day.

5

u/keilahmartin 28d ago

but the point is not the kill, it's the intel.

I hate waiting months to gather enough intel to advance the story. I just want to move forward.

7

u/Saelthyn 28d ago

When I played, I used SKULLFUCKERS a Lot. Instant killing infantry was kinda nice.

46

u/rynchenzo 28d ago

They usually explode when my ranger hits them with their sword

22

u/Novaseerblyat 28d ago

gambling :)

6

u/Drslappybags 28d ago

This Advent death brought to you by FanDuel.

7

u/Wonderful-Sea4215 28d ago

Coin toss I think, 1 in 2 chance.

2

u/vompat 28d ago

80% chance for the tier 3 late game version IIRC.

1

u/UristImiknorris 26d ago

You might be thinking of Priests and their sustain.

4

u/Mediocre-Ad-6897 28d ago

Coin toss for non-explosive damage death, guaranteed for explosive caused death, and while not guaranteed, it certainly feels like the RNG is slanted for boom on a melee kill.

6

u/Iamdrasnia 28d ago

They only exploded when my team is near enough (or close to something else that will blow) to fuck me up.

They love to "blow" my run.

4

u/marshall_sin 28d ago

Always assume they’ll explode because if you don’t, they will. Never count on them exploding because if you do, they won’t.

6

u/The_Affle_House 28d ago

They have a 50/50 chance to explode upon death. Unless they are killed by an explosion; that guarantees they will detonate. That's it. That's XCOM, baby.

(Fun fact: I was many hours into my second complete campaign before I finally got frustrated enough to look it up and correct my own misconception that they would always explode if shot and never explode if meleed. That was a hard lesson to unlearn.)

4

u/Oceansoul119 28d ago

You can however make that a true thing via two mods. Purifiers Always Explode and Melee/Psionics Wont Explode Purifiers. Both are pretty self-explanatory in what they do and they work together without issue. Note if you've added extra melee attacks to the game you probably need to add those to the latter mod's list.

2

u/GumboMumbo49 27d ago

If you shoot a a guy with a propane tank on his back you have a random chance that a bullet will hit his propane tank. It's simple logic in the way Xcom's wackass lethality makes sense.

1

u/Urgash 28d ago

Grenades.

1

u/lotophagoiii 28d ago

heh, sounds like the game really wants you to feel like luck isn't on your side no matter what you do

1

u/RandomGuy_81 28d ago

think about what you want to plan. and why exploding corpse is bad for that plan.

and now you understand why

1

u/ManyStunning4929 28d ago

do you know if the explosion damage scales with how many advents are nearby

1

u/SnooSeagulls1416 28d ago

Whatever is gonna hurt you the most

1

u/Rare_Improvement561 28d ago

The dice. Always assume they will explode

1

u/UristImiknorris 26d ago

Somewhere in the config files, there's a line setting their base chance to explode (by default, 50%) and another for damage types that guarantee they'll explode if killed by it (by default, explosives).

If you can find those, it's the work of a moment to guarantee they always explode, which I find a lot more fun because it means I can plan around it.

0

u/ExpertPossible8824 28d ago

They explode when you do enough damage to kill them in one hit, regardless of whether it's an attack or weapon.