Difference between revisions of "Incendiary launcher"
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− | == | + | ==Summary== |
− | + | The incendiary launcher creates small explosions of [[fire]]. Fire causes pawns to take damage over time and run around helplessly. It has a forced miss radius of 1.9 tiles. | |
− | + | Of nonconsumable player weapons, the incediary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the [[pila]]. It's also a weak weapon in general, as only the [[machine pistol]] has a lower damage per shot. Combined with the low accuracy, and the incendiary launcher has the lowest single-target damage output for all player weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates. | |
− | + | [[Pyromaniac]] pawns equipped with incendiary launchers will have a {{+|5}} ''Pyromaniac has incendiary weapon'' mood buff. | |
− | + | ==Analysis== | |
+ | The incediary launcher is undoubtably a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly. Launchers are suitable for low-skill colonists; due to the forced miss radius, Shooting skill matters little. [[Trigger-happy]] helps negate much of the lengthy warm-up time, while [[careful shooter]] is purely detrimental to its use. | ||
− | + | [[Wall]]s may block shots that land adjacent to the intended target, but work well against low cover (e.g. [[rock chunk]]s and [[trees]]). Explosives are also generally very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room and lighting it on fire is a valid crowd control tactic, albiet a costly one. Targets will avoid stepping on fire whenever possible, so try to trap them in. | |
− | + | 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, and there'll be too many tribesepople for a single launcher to supress. | |
− | + | Because it starts 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. | |
− | [[ | + | ===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 support roles, where colonists can sit back and distract enemies. | ||
+ | |||
+ | Unilke molotovs, incendiary launchers are affected by weapon [[quality]]. This makes launchers relatively better if you have skilled crafters. | ||
{{Weapon Quality Table}} | {{Weapon Quality Table}} | ||
− | == Graphs == | + | === Graphs === |
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. | 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. | ||
Revision as of 22:08, 5 October 2022
This article is suggested to be rewritten. Reason: Format standardization and verification of A17 graphs. You can help the RimWorld Wiki by improving it. |
Incendiary launcher
A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- 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
- Required Research
- Gunsmithing
- Skill Required
- Crafting 4
- Work To Make
- 20,000 ticks (5.56 mins)
- weaponTags
- Gun
The incendiary launcher is a weapon that fires bolts that deal low damage but can start fires and ignite enemies.
Acquisition
Incendiary launchers can be crafted with Crafting skill 4 at a machining table after researching gunsmithing with 75 Steel, 4 Componentss and 20,000 ticks (5.56 mins) of work.
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
The incendiary launcher creates small explosions of fire. Fire causes pawns to take damage over time and run around helplessly. It has a forced miss radius of 1.9 tiles.
Of nonconsumable player weapons, the incediary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the pila. It's also a weak weapon in general, as only the machine pistol has a lower damage per shot. Combined with the low accuracy, and the incendiary launcher has the lowest single-target damage output for all player weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates.
Pyromaniac pawns equipped with incendiary launchers will have a +5 Pyromaniac has incendiary weapon mood buff.
Analysis
The incediary launcher is undoubtably a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly. Launchers are suitable for low-skill colonists; due to the forced miss radius, Shooting skill matters little. Trigger-happy helps negate much of the lengthy warm-up time, while careful shooter is purely detrimental to its use.
Walls may block shots that land adjacent to the intended target, but work well against low cover (e.g. rock chunks and trees). Explosives are also generally very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room and lighting it on fire is a valid crowd control tactic, albiet a costly one. Targets will avoid stepping on fire whenever possible, so try to trap them in.
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, and there'll be too many tribesepople for a single launcher to supress.
Because it starts 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.
Molotovs
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 support roles, where colonists can sit back and distract enemies.
Unilke molotovs, incendiary launchers are affected by weapon quality. This makes launchers relatively better if you have skilled crafters.
Attack table
Ranged
For the full effects of qualities, see Quality.
Melee
Feature | Toggle |
---|---|
Attacks |
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 | 2× 37.5% | 100 | 170 |
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 | 2× 20% | 100 | 255 |
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 | 2× 12.5% | 100 | 340 |
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 | 2× 12.5% | 100 | 425 |
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 | 2× 12.5% | 100 | 510 |
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 | 2× 12.5% | 100 | 850 |
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 | 2× 12.5% | 100 | 1700 |
For the full effects of qualities, see Quality.
- ↑ 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. - ↑ 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
Graphs
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.
Version history
- ? - Renamed from T-9 incendiary launcher to incendiary launcher.