Difference between revisions of "Incinerator"
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[[File:Burner.png|thumb|left|Incinerator burner gizmo icon]] | [[File:Burner.png|thumb|left|Incinerator burner gizmo icon]] | ||
− | + | {{Pyromaniac Weapon Note}} | |
== Analysis == | == Analysis == |
Revision as of 05:38, 22 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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
-
"Anomaly" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
- Tech Level
- Anomaly
- Weapon Class
- Anomaly
- 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)
INTRO TEXT
Acquisition
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.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Unique shooting mechanics, also burner details.. |
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
ANALYSIS TEXT
s applying somewhere between 1 and.. 6? instances of 10 flame damage, and quite likely checking for ignition for every one Doesn't miss and the fire rate is really high They're about half way down the anomaly tech tree and require precision rifling so, post-microelectronics, and they're moderately priced to craft.. and I've never seen them used by any AI units so far.. So access to them seems fairly mid-late game The Incinerator's firing cycle is literally half that of the incendiary launcher, and they cover a much larger area.. and seemingly do vastly more damage. The comparison is kind of a joke tbh. They've definitely got some clunk built in, their relatively short range and large minimum range.. but it feels like a small price to pay for a truly good incendiary weapon
that incinerator shot did 70 freaking damage to a target with 70% flammability.. 70! It has an aiming time of 0.5 seconds!
Version history
- Anomaly DLC Release - Added.
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