Difference between revisions of "Incendiary launcher"

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[[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, trapping raiders in, and lighting it on fire is a valid crowd control tactic, albiet a costly one.
 
[[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, trapping raiders in, and lighting it on fire is a valid crowd control tactic, albiet a costly one.
  
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.
+
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 (which doesn't prevent ignition, just the damage), and there'll be too many tribesepople for a single launcher to supress.
  
 
Because it relies on 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.
 
Because it relies on 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.
  
 
===Comparison to Molotovs===
 
===Comparison to 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 supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use. Molotovs are quicker to deploy, so may be more useful in starting large fires and with general flexibility.  
+
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 supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so may be more useful in starting large fires and with general flexibility.  
  
 
Outside of combat, fire is useful for disposing of unwanted items, such as [[corpse]]s. Create a fireproof room, fill it up with undesirable items, and watch it burn. Note that [[molotov cocktail]]s fire faster, so are marginally better for this purpose.
 
Outside of combat, fire is useful for disposing of unwanted items, such as [[corpse]]s. Create a fireproof room, fill it up with undesirable items, and watch it burn. Note that [[molotov cocktail]]s fire faster, so are marginally better for this purpose.

Revision as of 22:24, 5 October 2022

Incendiary launcher

Incendiary launcher

A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
340 Silver
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
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Gunsmithing
Skill Required
Crafting 4
Work To Make
20,000 ticks (5.56 mins)
Resources to make
Steel 75 + Component 4
Technical
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 Steel 75 Steel, Component 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 spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike frag grenades, the fiery explosions are deployed as soon as they land. 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 (and the latter fires bursts of shots). 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. Don't fire near your colonists.

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, trapping raiders in, and lighting it on fire is a valid crowd control tactic, albiet a costly one.

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 (which doesn't prevent ignition, just the damage), and there'll be too many tribesepople for a single launcher to supress.

Because it relies on 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.

Comparison to 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 supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so may be more useful in starting large fires and with general flexibility.

Outside of combat, fire is useful for disposing of unwanted items, such as corpses. Create a fireproof room, fill it up with undesirable items, and watch it burn. Note that molotov cocktails fire faster, so are marginally better for this purpose.

Unilke molotovs, incendiary launchers are affected by weapon quality. This makes launchers relatively better if you have skilled crafters.

Attack table

Ranged

  • Incendiary launcher Incendiary launcher DPS
    (Optimal)
    Market
    value
    Quality Dam. AP
    Awful 9 0% 1.29 170 Silver
    Poor 10 0% 1.43 255 Silver
    Normal 10 0% 1.43 340 Silver
    Good 10 0% 1.43 425 Silver
    Excellent 10 0% 1.43 510 Silver
    Masterwork 12.5 0% 1.79 850 Silver
    Legendary 15 0% 2.15 1700 Silver

    For the full effects of qualities, see Quality.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Incendiary launcher Incendiary launcher Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth 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 37.5% 100 170 Silver
    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 20% 100 255 Silver
    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 12.5% 100 340 Silver
    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 12.5% 100 425 Silver
    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 12.5% 100 510 Silver
    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 12.5% 100 850 Silver
    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 12.5% 100 1700 Silver

    For the full effects of qualities, see Quality.

    1. 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.
    2. 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.

    Incendiary launcher's accuracy with various shooters without any trait. Incendiary launcher's DPS with various shooters without any trait.

    Incendiary launcher's accuracy with various shooters with careful shooter. Incendiary launcher's DPS with various shooters with careful shooter.

    Incendiary launcher's accuracy with various shooters with trigger-happy. Incendiary launcher's DPS with various shooters with trigger-happy.

    Version history

    • ? - Renamed from T-9 incendiary launcher to incendiary launcher.