Difference between revisions of "Incinerator"
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== Analysis == | == Analysis == | ||
− | + | Incinerators deal heat 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. 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. | |
− | + | Shooting skill does not affect incinerator effectiveness. Consider giving them to colonists with bad shooting skill and/or the trigger happy trait. Oddly, colonists wearing shields can still fire incinerators, though this interaction will likely be patched out in the future. | |
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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 == |
Revision as of 22:47, 4 May 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 or purchased from outlander combat suppliers.
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
Incinerators deal heat 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. 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.
Shooting skill does not affect incinerator effectiveness. Consider giving them to colonists with bad shooting skill and/or the trigger happy trait. Oddly, colonists wearing shields can still fire incinerators, though this interaction will likely be patched out in the future.
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
- Anomaly DLC Release - Added.
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