Difference between revisions of "Incendiary launcher"

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<onlyinclude>
+
{{Infobox main|weapon
{{infobox main|weapon|
+
| name = Incendiary launcher
|name = Incendiary launcher
+
| image = Incendiary launcher.png
|image = T-9IncendiaryLauncher.png|Incendiary launcher
+
| description = A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.
|description = "A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires."
+
| type = Equipment
|type = Equipment
+
| type2 = Weapons
|type2 = Weapons
+
| tech level = Industrial
|class = Industrial
+
| class = Industrial
|damage = 10
+
| damage = 10
|damage type = Heat
+
| armorPenetration = 0
|range = 23.9
+
| damage type = Flame
|burst = 1
+
| range = 23.9
|mode = Single-Shot
+
| burst = 1
|warmup = 210
+
| mode = Single-Shot
|cooldown = 210
+
| warmup = 210
|velocity = 40
+
| cooldown = 210
|DPS = DPS
+
| velocity = 40
|missRadius = 1.9
+
| DPS = DPS
|blastRadius = 1.1
+
| missRadius = 1.9
|resources to make = {{icon|steel|75}} + {{icon|component|4}}
+
| blastRadius = 1.1
|marketvalue = 340
+
| production facility 1 = Machining table
|mass base = 3.4
+
| resource 1 = Steel
 +
| resource 1 amount = 75
 +
| resource 2 = Component
 +
| resource 2 amount = 4
 +
| marketvalue = 340
 +
| mass base = 3.4
 +
| research = Gunsmithing
 +
| work to make = 20000
 +
| work speed stat = General Labor Speed
 +
| meleeattack1dmg = 9
 +
| meleeattack1type = blunt
 +
| meleeattack1part = Stock
 +
| meleeattack1cool = 2.0
 +
| meleeattack1ap = 13
 +
| meleeattack2dmg = 9
 +
| meleeattack2type = blunt
 +
| meleeattack2part = Barrel
 +
| meleeattack2cool = 2.0
 +
| meleeattack2ap = 13
 +
| meleeattack3dmg = 9
 +
| meleeattack3type = Poke
 +
| meleeattack3part = Barrel
 +
| meleeattack3cool = 2.0
 +
| meleeattack3ap = 13
 +
| page verified for version =
 +
| skill 1 = Crafting
 +
| skill 1 level = 4
 +
| has quality = True
 +
| weaponTags = Gun
 +
| thingSetMakerTags =
 +
| tradeTags = WeaponRanged
 
}}
 
}}
</onlyinclude>
+
{{Info|The '''incendiary launcher''' is a [[weapon]] that fires bolts that deal low damage but can start fires and ignite enemies.}}
{{info|The incendiary launcher fires bolts that while dealing low damage, can start fires and ignite enemies.}}
 
  
 
== Acquisition ==
 
== Acquisition ==
 +
{{Acquisition}}
  
Incendiary launchers can be crafted with smithing skill 4 at a [[machining table]] after researching [[Research#Gunsmithing|gunsmithing]] with 75 [[steel]], 4 [[component]]s and {{Ticks|20000}} of work. Incendiary launchers can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
+
Incendiary launchers can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
|-
 
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
| Pirate Gunner || 4.01% || Normal || 70-230%
+
| [[Pirates#Pirate gunner|Pirate gunner]] || 4.01% || Normal || 70-230%
 
|-
 
|-
| Town Guard || 3.78% || Normal || 60-200%
+
| [[Outlanders#Town guard|Town guard]] || 3.78% || Normal || 60-200%
 
|-
 
|-
| Mercenary Gunner || 4.59% || Normal || 70-320%
+
| [[Raiders#Mercenary gunner|Mercenary gunner]] || 4.59% || Normal || 70-320%
 
|-
 
|-
| Ancient Soldier || 3.59% || Normal || 100%
+
| [[Ancients#Ancient soldier|Ancient soldier]] || 3.59% || Normal || 100%
 
|}
 
|}
  
==Overview==
+
== Summary ==
Compared to [[molotov cocktail]]s, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range.
+
The incendiary launcher creates a "plus-shaped" explosion, which deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage and causes [[fire]]. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike [[frag grenade]]s, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, shooter accuracy does not matter; [[careful shooter]] is purely detrimental to its use, while [[trigger-happy]] is a pure benefit. The launcher is fired like any other weapon, so is blocked by [[wall]]s.  
 
 
 
 
The warmup/cooldown cycle of the incendiary launcher is the fourth longest out of all player-usable ranged weapons in the game, or sixth highest out of all ranged weapons in the game; only the [[pila]], both [[centipede]]-[[heavy charge blaster|exclusive]] [[inferno cannon|weapons]] and both single-use [[doomsday rocket launcher|rocket]] [[triple rocket launcher|launchers]] have longer warmup/cooldown cycles. This, combined with the rather poor overall accuracy, results in the incendiary launcher having the lowest single-target damage output out of all player-usable ranged weapons in the game - though this doesn't completely rule out the incendiary launcher in terms of combat viability.
 
 
 
 
 
The incendiary launcher's trump card is that it's one of very few weapons that are able to start [[fire]]s, which in turn can cause people and animals to take damage over time and run around helplessly - typically out of cover and into the open where they're easy targets for other people. However, this does mean that the incendiary launcher's effectiveness is significantly diminished in rainy conditions - which in some cases may be triggered by the in-game firewatcher while using this weapon.
 
 
 
  
Due to how explosives in RimWorld work, it's best to prioritize people that are behind low cover (e.g. [[rock chunk]]s and [[trees]]), since high cover (e.g. [[wall]]s) can block shots that land adjacent to the intended target. Explosives are also generally very inaccurate against moving targets, so try to avoid targeting those if you can.
+
Of non-consumable player weapons, the incendiary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the [[pila]]. Combined with the weak shots and low accuracy, and the incendiary launcher has the lowest single-target {{DPS}} for all ranged weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates.
  
 +
{{Pyromaniac Weapon Note}}
  
Regarding roles in combat, the incendiary launcher is undoubtedly a support-class weapon, being able to render somewhat dangerous enemies very vulnerable for short (but potentially crucial) periods of time. However, this use case becomes all but obsolete through the midgame towards lategame as raiders wear more fire-resistant apparel, mechanoid ships and raids become more common, as well as tribal numbers getting too large for incendiary launchers to keep up with.
+
== Analysis ==
 +
The incendiary launcher is undoubtedly a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly.  Don't fire near your colonists. Launchers are a somewhat viable alternative for colonists with low skill or health issues, due to the forced miss negating a shooter's accuracy.
  
 +
Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or trapping raiders in, and lighting it on fire is a valid crowd control tactic, albeit a costly one.
  
Due to its ability to target areas, incendiary launchers can also be used outside of combat to easily dispose of unwanted corpses, equipment, as well as help clear areas with dense foliage - though the latter can quickly escalate into huge wildfires if done during the firewatcher's cooldown period, so be prepared. Hunting unsurprisingly isn't the best idea with incendiary launchers since there's a risk of destroying the quarry.
+
Fire becomes much less useful as you enter the mid- and lategame. [[Mechanoid]]s are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single launcher to suppress.
  
 +
Because it relies on fires, [[rain]] significantly diminishes its utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.
  
 +
=== Comparison to molotovs ===
 +
Compared to [[molotov cocktail]]s, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range. This makes launchers better in certain supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so are more useful when the only thing that matters is the fire itself, such as in a burn trap room. Molotovs are also generally more flexible for this reason.
  
Since the incendiary launcher has a forced miss radius as well as an area of effect, skill only matters within short range where even inexperienced shooters remain somewhat accurate, though the incendiary launcher should typically be used beyond short range in which case forced miss radius almost completely ignores the wielding person's accuracy. This also means that it's best to give the incendiary launcher to trigger-happy colonists to halve the lengthy warmup time.
+
Outside of combat, fire is useful for disposing of unwanted items, such as [[corpse]]s. Create a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. As [[molotov cocktail]]s fire faster, they are marginally better for this purpose.
 
 
 
 
===Melee Combat===
 
{| {{STDT| c_12 text-center}}
 
!Tool
 
!Attack
 
!Damage Type
 
!Power
 
!AP
 
!Cooldown
 
!Likelihood
 
!Base DPS
 
|-
 
!Overall
 
!-
 
!-
 
!9
 
!13%
 
!2.00s
 
!-
 
!4.50
 
|- newline
 
|Stock
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|50.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Blunt
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|- newline
 
|Barrel
 
|Poke
 
|Blunt
 
|9
 
|13%
 
|2.00s
 
|25.00%
 
|4.50
 
|}
 
 
 
  
== Graphs ==
+
Unlike molotovs, incendiary launchers are affected by weapon [[quality]]. This only affects the damage of the projectile itself and melee damage. The fire radius and rate of fire are not increased, meaning that quality has little impact on actual performance.
The following graphs take the incendiary launcher's effective damage and accuracy into account, using a Normal quality weapon fired from a healthy shooter against a single target.
 
  
[[File:IncendiaryLauncherAccuracyNoTrait.png|494px|Incendiary launcher's accuracy with various shooters without any trait.]]
+
{{Weapon Stats Table}}
[[File:IncendiaryLauncherDPSNoTrait.png|494px|Incendiary launcher's DPS with various shooters without any trait.]]
 
  
[[File:IncendiaryLauncherAccuracyCarefulShooter.png|494px|Incendiary launcher's accuracy with various shooters with careful shooter.]]
+
== Version history ==
[[File:IncendiaryLauncherDPSCarefulShooter.png|494px|Incendiary launcher's DPS with various shooters with careful shooter.]]
+
* ? - Renamed from '''T-9 incendiary launcher''' to '''incendiary launcher'''.  
 +
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.
  
[[File:IncendiaryLauncherAccuracyTriggerHappy.png|494px|Incendiary launcher's accuracy with various shooters with trigger-happy.]]
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<gallery>
[[File:IncendiaryLauncherDPSTriggerHappy.png|494px|Incendiary launcher's DPS with various shooters with trigger-happy.]]
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T-9IncendiaryLauncher.png|Original T-9 incendiary launcher sprite
== Version History ==
+
</gallery>
Originally called the T-9 incendiary launcher  
 
  
[[Kind::Weapons| ]]
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{{Nav|weapon|wide}}
{{nav|weapon|wide}}
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Flame Weapons]]
[[Category:Weapons]]
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[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]
[[Category:Equipment]]
 

Latest revision as of 13:06, 15 November 2024

Incendiary launcher

Incendiary launcher

A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
340 Silver
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
210 ticks (3.5 secs)
Cooldown
210 ticks (3.5 secs)
Range
23.9 tile(s)
Velocity
40 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
1.43

Melee Combat

Melee Attack 1
Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Gunsmithing
Skill Required
Crafting 4
Work To Make
20,000 ticks (5.56 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 4
Technical
Has Quality
True
weaponTags
Gun
tradeTags
WeaponRanged


The incendiary launcher is a weapon that fires bolts that deal low damage but can start fires and ignite enemies.

Acquisition[edit]

Incendiary launchers can be crafted at a machining table once the gunsmithing research project has been completed. Each requires Steel 75 Steel, Component 4 Components, 20,000 ticks (5.56 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

Incendiary launchers can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Pirate gunner 4.01% Normal 70-230%
Town guard 3.78% Normal 60-200%
Mercenary gunner 4.59% Normal 70-320%
Ancient soldier 3.59% Normal 100%

Summary[edit]

The incendiary launcher creates a "plus-shaped" explosion, which deals 10 Flame damage and causes fire. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike frag grenades, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, shooter accuracy does not matter; careful shooter is purely detrimental to its use, while trigger-happy is a pure benefit. The launcher is fired like any other weapon, so is blocked by walls.

Of non-consumable player weapons, the incendiary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the pila. Combined with the weak shots and low accuracy, and the incendiary launcher has the lowest single-target DPS for all ranged weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates.

Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with an incendiary launcher. Note that they must be equipped, not merely carried. They also receive an additional +8 Used flame weapon mood for 0.333 days when used on an enemy.

Analysis[edit]

The incendiary launcher is undoubtedly a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly. Don't fire near your colonists. Launchers are a somewhat viable alternative for colonists with low skill or health issues, due to the forced miss negating a shooter's accuracy.

Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or trapping raiders in, and lighting it on fire is a valid crowd control tactic, albeit a costly one.

Fire becomes much less useful as you enter the mid- and lategame. Mechanoids are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single launcher to suppress.

Because it relies on fires, rain significantly diminishes its utility. Note that the game has a "firewatcher", and will automatically start rain if fires get too out of control.

Comparison to molotovs[edit]

Compared to molotov cocktails, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range. This makes launchers better in certain supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so are more useful when the only thing that matters is the fire itself, such as in a burn trap room. Molotovs are also generally more flexible for this reason.

Outside of combat, fire is useful for disposing of unwanted items, such as corpses. Create a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. As molotov cocktails fire faster, they are marginally better for this purpose.

Unlike molotovs, incendiary launchers are affected by weapon quality. This only affects the damage of the projectile itself and melee damage. The fire radius and rate of fire are not increased, meaning that quality has little impact on actual performance.

Attack table

Ranged

  • Incendiary launcher Incendiary launcher DPS
    (Optimal)
    Market
    value
    Quality Dam. AP
    Awful 9 0% 1.29 170 Silver
    Poor 10 0% 1.43 255 Silver
    Normal 10 0% 1.43 340 Silver
    Good 10 0% 1.43 425 Silver
    Excellent 10 0% 1.43 510 Silver
    Masterwork 12.5 0% 1.79 850 Silver
    Legendary 15 0% 2.15 1700 Silver

    For the full effects of qualities, see Quality.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Incendiary launcher Incendiary launcher Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 170 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 255 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 340 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 425 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 510 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 850 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 1700 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • ? - Renamed from T-9 incendiary launcher to incendiary launcher.
    • 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.