Difference between revisions of "Incinerator"

From RimWorld Wiki
Jump to navigation Jump to search
m (I think thisnwas rhe intent re trigger happy but this covers that amd poor skill and disabled pawns as well.)
 
(8 intermediate revisions by 4 users not shown)
Line 33: Line 33:
 
| work speed stat = General Labor Speed
 
| work speed stat = General Labor Speed
 
| set property = true
 
| set property = true
 +
| weaponTags = Gun, Flamethrower
 +
| thingSetMakerTags = RewardStandardQualitySuper
 +
| has quality = false
 
}}
 
}}
 
The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].
 
The '''incinerator''' is a flamethrower-like ranged [[weapon]] added by the [[Anomaly DLC]].
Line 43: Line 46:
 
== Summary ==  
 
== Summary ==  
 
{{Stub|section=1|reason=Unique shooting mechanics, also burner details. penetrates [[skipshield]], does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well.}}
 
{{Stub|section=1|reason=Unique shooting mechanics, also burner details. penetrates [[skipshield]], does it ignore low shield packs and shield belts in enemies? considerstions need to be added to analysis as well.}}
 +
{{Image wanted|section=1|reason=AoE see hellcat rifle for example}}
 
[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]
 
[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]]
  
Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc. Also has a single shot incendiary burner ability which ignites an 11-by-5 tile wide cone needs to be reloaded with bioferrite between uses.
+
Incinerators deal [[Damage types#Heat|heat]]{{Check Tag|Verify}} damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc.  
  
Shooting skill does not affect incinerator effectiveness, and quality appears to only affect the melee attacks.{{Check Tag|Verify}}
+
The incinerator contains an integrated burner which gives the user the ability to fire a gout of flame at will before requiring a reload.
 +
 
 +
The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.
 +
 
 +
Out gouts can be fired before the unit must be reloaded with {{Icon Small|bioferrite||10}} [[bioferrite]]. The reloading process takes {{Ticks|60}}.{{Check Tag|Verify}} The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the "??"{{Check Tag|Gizmo Name?}} gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check Needed|Can NPCs use Unit under any circumstances?}} This gizmo will only appear when the pawn is [[draft]]ed.
 +
 
 +
Shooting skill does not affect incinerator effectiveness.
  
 
Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.
 
Incinerators are unique in that they can be fired while wearing a [[shield belt]]. This  applies to both fire modes. This has been confirmed as intended.
Line 54: Line 64:
  
 
== Analysis ==
 
== Analysis ==
Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance.
+
Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce chemfuel puddles, leading to a "cleaner" fire that only burn flammable pawns, items and buildings in the area.
  
Consider giving them to colonists with bad shooting skill and/or the [[trigger happy]] trait.
+
Consider giving them to colonists with poor [[shooting accuracy]].  
  
Incinerators are useful to the point of being almost mandatory against fleshbeast events, though they can also be useful against infestations and ordinary human raids.  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.
+
Incinerators are useful to the point of being almost mandatory against fleshbeast events, they cause devourers to eject swallowed colonists, they can also be useful against infestations and ordinary human raids.  Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 
+
* [[Version/1.5.4241|1.5.4241]] - Incinerators no longer have qualities.
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]]
 
[[Category:Ranged Weapons]]
 
[[Category:Ranged Weapons]]

Latest revision as of 12:18, 27 November 2024

Incinerator

Incinerator

A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets.
While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Market Value
530 Silver
Mass
3.4 kg

Ranged Combat

Damage
10 dmg (Flame)
Armor penetration
0%
Warm-Up
30 ticks (0.5 secs)
Cooldown
180 ticks (3 secs)
Range
15.9 tile(s)
Minimum Range
5.9 tiles
Burst Count
20 (per burst)
Burst Ticks
ticks (0.03 secs)
(1800 RPM)
DPS
48.39

Creation

Crafted At
Bioferrite shaper
Required Research
Bioferrite weaponry
Work To Make
48,000 ticks (13.33 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 6 + Bioferrite 30
Technical
Has Quality
False
weaponTags
Gun, Flamethrower
thingSetMakerTags
RewardStandardQualitySuper


The incinerator is a flamethrower-like ranged weapon added by the Anomaly DLC.

Acquisition[edit]

Incinerators can be crafted at a bioferrite shaper once the bioferrite weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Steel 75 Steel, Component 6 Components, Bioferrite 30 Bioferrite and 48,000 ticks (13.33 mins) of work modified by the general labor speed of the crafter.

Incinerators can also be obtained from heavy mercenary raiders or purchased from Outlander combat suppliers and faction bases.

Summary[edit]

Incinerator burner gizmo icon

Incinerators deal heat[Verify] damage and set flammable objects ablaze in an approximately 8-tile wide, 1-tile long arc.

The incinerator contains an integrated burner which gives the user the ability to fire a gout of flame at will before requiring a reload.

The burner fires in a 11 range cone, thin close to the pawn and expanding to 5 tiles wide at a 11 tiles when fired in a cardinal direction.

Out gouts can be fired before the unit must be reloaded with Bioferrite 10 bioferrite. The reloading process takes 60 ticks (1 sec).[Verify] The pawn will never automatically use the burner - instead it must be manually activated by the player by use of the "??"[Gizmo Name?] gizmo, similar to using Utility items. It is unclear if this restriction also applies to NPCs.[Fact Check Needed] This gizmo will only appear when the pawn is drafted.

Shooting skill does not affect incinerator effectiveness.

Incinerators are unique in that they can be fired while wearing a shield belt. This applies to both fire modes. This has been confirmed as intended.

Pyromaniac pawns receive a +2 Pyromaniac has incendiary weapon mood buff while equipped with an incinerator. 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]

Compared to the incendiary launcher, incinerators have a faster fire rate and larger AOE at the cost of shorter range and a 6 tile minimum firing distance. They also don't produce chemfuel puddles, leading to a "cleaner" fire that only burn flammable pawns, items and buildings in the area.

Consider giving them to colonists with poor shooting accuracy.

Incinerators are useful to the point of being almost mandatory against fleshbeast events, they cause devourers to eject swallowed colonists, they can also be useful against infestations and ordinary human raids. Also, it's highly recommended to toggle autofire off on incinerators in order to avoid friendly fire.

Version history[edit]