Difference between revisions of "Incinerator"
m (weaponTags and ThingSetMakerTags) |
m (I think thisnwas rhe intent re trigger happy but this covers that amd poor skill and disabled pawns as well.) |
||
(7 intermediate revisions by 3 users not shown) | |||
Line 35: | Line 35: | ||
| weaponTags = Gun, Flamethrower | | weaponTags = Gun, Flamethrower | ||
| thingSetMakerTags = RewardStandardQualitySuper | | 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 45: | 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 | + | 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. |
− | + | 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 56: | 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 | + | Consider giving them to colonists with poor [[shooting accuracy]]. |
− | Incinerators are useful to the point of being almost mandatory against fleshbeast events, | + | 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
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General also verify page info.. |
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
- Tech Level
- Industrial
- 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
- 2 ticks (0.03 secs)
(1800 RPM) - DPS
- 48.39
Creation
- Required Research
- Bioferrite weaponry
- Work To Make
- 48,000 ticks (13.33 mins)
- Work Speed Stat
- General Labor Speed
- 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 75 Steel, 6 Components, 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]
This section is a stub. You can help RimWorld Wiki by expanding it. 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.. |
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: AoE see hellcat rifle for example. |
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 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]
- Anomaly DLC Release - Added.
- 1.5.4241 - Incinerators no longer have qualities.