Editing Molotov cocktails

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| type2 = Weapons
 
| type2 = Weapons
 
| tech level = Industrial
 
| tech level = Industrial
| class = Industrial
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| class = Modern
 
| damage = 10
 
| damage = 10
 
| damage type = Flame
 
| damage type = Flame
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| work to make = 6000
 
| work to make = 6000
 
| mass base = 1.0
 
| mass base = 1.0
| has quality = False
 
 
| weaponTags = GrenadeDestructive
 
| weaponTags = GrenadeDestructive
| tradeTags = WeaponRanged
 
 
}}
 
}}
 
'''Molotov cocktails''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" ('''+''') area on fire where they land. They are not consumed on use and do not use any ammo.
 
'''Molotov cocktails''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal flame damage and set a 3x3 "plus-shaped" ('''+''') area on fire where they land. They are not consumed on use and do not use any ammo.
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Flame damage will possibly ignite pawns. The impact will create [[Filth#Chemfuel puddle|chemfuel puddles]], which will then ignite and burn, causing general [[fire]]s.{{Check Tag|Puddle behavior?|Are there always 5 puddles, do they always ignite etc.}} Pawns on fire will run wildly and are unable to attack.
 
Flame damage will possibly ignite pawns. The impact will create [[Filth#Chemfuel puddle|chemfuel puddles]], which will then ignite and burn, causing general [[fire]]s.{{Check Tag|Puddle behavior?|Are there always 5 puddles, do they always ignite etc.}} Pawns on fire will run wildly and are unable to attack.
  
{{Pyromaniac Weapon Note}}
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[[Pyromaniac]] pawns equipped with molotov cocktails will have a {{+|5}} ''Pyromaniac has incendiary weapon'' mood buff.
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=== Item ===
 
=== Item ===
 
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.{{Check Tag|Chemfuel puddles?|Does this explosion leave chemfuel puddles like throwing it will?}} They cannot be smelted in an [[electric smelter]].
 
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, they may explode. The cocktails will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 10 Flame damage in a 2.66 tile radius around itself.{{Check Tag|Chemfuel puddles?|Does this explosion leave chemfuel puddles like throwing it will?}} They cannot be smelted in an [[electric smelter]].
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=== Combat ===
 
=== Combat ===
Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets. However, due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
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Molotovs are dubious in raw combat. Molotovs are better in a supporting role, being one of the few weapons that start fires. Pawns that are on fire will stop attacking and run wildly, making them easy targets. But fire on its own isn't very strong, molotovs have a short range, and fire can lead to collateral damage. Without manual oversight, grenades are inefficient against moving targets.Due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues.
  
 
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of [[frag grenades]] when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.  
 
When throwing a cocktail down an 1-tile wide alley, a pawn can consistently throw a cocktail 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire or damaging defenses during combat. Watch out when using these in place of [[frag grenades]] when melee blocking, as the fire can allow enemies to clip past your blockers, allowing them to surround the blockers or attack your backline.  
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== Version history ==
 
== Version history ==
 
* 1.0 - Received a crafting recipe.
 
* 1.0 - Received a crafting recipe.
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.
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{{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:Single Thrown Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]]

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