Difference between revisions of "Incinerator"
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{{Anomaly}} | {{Anomaly}} | ||
− | + | {{Stub|reason=General also verify page info.}} | |
− | {{Stub|reason=General also verify page info}} | ||
{{Infobox main|weapon | {{Infobox main|weapon | ||
| name = Incinerator | | name = Incinerator | ||
| image = Incinerator.png | | image = Incinerator.png | ||
− | | description = 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. | + | | description = 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.<br/>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. |
| type = Equipment | | type = Equipment | ||
| type2 = Weapons | | type2 = Weapons | ||
− | | tech level = | + | | tech level = Industrial |
− | | class = | + | | class = |
| damage = 10 | | damage = 10 | ||
| armorPenetration = 0 | | armorPenetration = 0 | ||
Line 32: | Line 31: | ||
| research = Bioferrite weaponry | | research = Bioferrite weaponry | ||
| work to make = 48000 | | work to make = 48000 | ||
+ | | 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]]. | |
− | |||
== Acquisition == | == Acquisition == | ||
{{Acquisition}} | {{Acquisition}} | ||
− | Incinerators can also be obtained from [[Raider#Mercenaries|heavy mercenary raiders]]. | + | Incinerators can also be obtained from [[Raider#Mercenaries|heavy mercenary raiders]] or purchased from [[Outlander]] [[Trade#Combat_supplier|combat suppliers]] and [[faction base]]s. |
== Summary == | == Summary == | ||
− | {{Stub|section=1|reason=Unique shooting mechanics, also burner details.}} | + | {{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.}} |
[[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. | ||
+ | |||
+ | 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 Weapon Note}} | {{Pyromaniac Weapon Note}} | ||
== 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. | |
− | + | Consider giving them to colonists with bad shooting skill and/or the [[trigger happy]] trait. | |
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− | + | 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. | |
== 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}} | |
+ | [[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]][[Category:Flame Weapons]] | ||
+ | [[Category:Ranged Weapons]] |
Latest revision as of 18:30, 8 October 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.. |
Incinerators deal heat[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.
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.
Consider giving them to colonists with bad shooting skill and/or the trigger happy trait.
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.
Version history[edit]
- Anomaly DLC Release - Added.
- 1.5.4241 - Incinerators no longer have qualities.