Difference between revisions of "Incendiary launcher"

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|name = Incendiary launcher
 
|name = Incendiary launcher
 
|image = T-9IncendiaryLauncher.png|Incendiary launcher
 
|image = T-9IncendiaryLauncher.png|Incendiary launcher
|description = "Incendiary bolt launcher. Starts fires."
+
|description = "A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires."
 
|type = Equipment
 
|type = Equipment
 
|type2 = Weapons
 
|type2 = Weapons
|class = Advanced
+
|class = Modern
 
|damage = 10
 
|damage = 10
|damage type = heat
+
|damage type = Heat
|range = 24
+
|range = 23.9
|accuracyTouch = 79
 
|accuracyShort = 42
 
|accuracyMedium = 18
 
|accuracyLong = 6
 
 
|burst = 1
 
|burst = 1
 
|mode = Single-Shot
 
|mode = Single-Shot
|warmup = 180
+
|warmup = 210
|cooldown = 240
+
|cooldown = 210
 
|velocity = 40
 
|velocity = 40
 
|DPS = DPS
 
|DPS = DPS
 +
|missRadius = 1.9
 
|blastRadius = 1.1
 
|blastRadius = 1.1
 
|buy = {{icon|steel|75}} + {{icon|component|4}}
 
|buy = {{icon|steel|75}} + {{icon|component|4}}
|sell = {{icon|silver|290}}
+
|sell = {{icon|silver|305}}
 
|mass base = 3.4
 
|mass base = 3.4
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
 +
{{info|The incendiary launcher is a moderately heavy, single-shot ranged weapon in RimWorld which deals a moderate amount of damage per shot; a long time between shots; moderate range and slightly lower overall accuracy.}}
 +
==Overview==
 +
Compared to [[molotov cocktail]]s, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range.
  
The incendiary launcher is a moderately-heavy, single-shot weapon with medium effective damage per shot, very long time between shots, moderate range, and moderate effective accuracy. It is currently the only explosive weapon that doesn't have a forced miss radius. Its incendiary projectiles will [[fire|ignite]] anything it hits, making it particularly effective for disabling tough [[raider]]s, and also for destroying [[insectoids|insect]] [[hive]]s during [[infestation]]s. Due to its accuracy, raiders with this can become very problematic if not dealt with quickly since your colonists will helplessly run out into the open and then  get shot or even burn to death if not rescued quickly enough.
 
  
 +
The warmup/cooldown cycle of the incendiary launcher is the fourth longest out of all player-usable ranged weapons in the game, or sixth highest out of all ranged weapons in the game; only the [[pila]], both [[centipede]]-[[heavy charge blaster|exclusive]] [[inferno cannon|weapons]] and both single-use [[doomsday rocket launcher|rocket]] [[triple rocket launcher|launchers]] have longer warmup/cooldown cycles. This, combined with the rather poor overall accuracy, results in the incendiary launcher having the lowest single-target damage output out of all player-usable ranged weapons in the game - though this doesn't completely rule out the incendiary launcher in terms of combat viability.
  
== Combat performance ==
 
  
Initially deals 10 damage with its explosion, with an additional 6 on average as targets will usually take damage twice from the fire before extinguishing themselves. If their extinguishing attempts are interrupted, such as by brawlers, they will take more damage from the fire.
+
The incendiary launcher's trump card is that it's one of very few weapons that are able to start [[fire]]s, which in turn can cause people and animals to take damage over time and run around helplessly - typically out of cover and into the open where they're easy targets for other people. However, this does mean that the incendiary launcher's effectiveness is significantly diminished in rainy conditions - which in some cases may be triggered by the in-game firewatcher while using this weapon.
  
It usually takes 3 shots to down an unarmored human with an incendiary launcher. Since both the fire and the explosion does not target a specific body part, and burns are more painful than other injuries, it usually does not cause fatal damage.
 
  
The incendiary launcher's accuracy is considered effective due to the fact that its explosion burns the tile it lands on and all adjacent tiles, making up to a 50% chance of hitting the target so long as they aren't moving and are not behind [[wall]]s. As it's hard to miss shots against immobile targets, any shooter will generally fare well, making it a very skill-friendly weapon. Prioritise equipping [[traits#Shooting Accuracy|trigger-happy]] colonists with it to halve its lengthy warmup time.
+
Due to how explosives in RimWorld work, it's best to prioritize people that are behind low cover (e.g. [[rock chunk]]s and [[trees]]), since high cover (e.g. [[wall]]s) can block shots that land adjacent to the intended target. Explosives are also generally very inaccurate against moving targets, so try to avoid targeting those if you can.
  
  
== Acquisition ==
+
Regarding roles in combat, the incendiary launcher is undoubtedly a support-class weapon, being able to render somewhat dangerous enemies very vulnerable for short (but potentially crucial) periods of time. However, this use case becomes all but obsolete through the midgame towards lategame as raiders wear more fire-resistant apparel, mechanoid ships and raids become more common, as well as tribal numbers getting too large for incendiary launchers to keep up with.
  
Incendiary launchers can be manufactured at the [[machining table]] after researching [[research#Machining|machining]], with 75 [[steel]], 4 [[component]]s and {{ticks|22000}} of work. Scavenged from downed invaders. And [[trade|purchased]] from outlander combat suppliers and towns, or from an orbital weapons trader.
 
  
 +
Due to its ability to target areas, incendiary launchers can also be used outside of combat to easily dispose of unwanted corpses, equipment, as well as help clear areas with dense foliage - though the latter can quickly escalate into huge wildfires if done during the firewatcher's cooldown period, so be prepared. Hunting unsurprisingly isn't the best idea with incendiary launchers since there's a risk of destroying the quarry.
  
== Analysis ==
 
  
The incendiary launcher is a dangerous weapon that's not to be underestimated. It's capable of widespread destruction in dry climates, so enemies armed with it should be dealt with carefully. Tactical use is necessary since it doesn't deal much direct damage.
 
  
 +
Since the incendiary launcher has a forced miss radius as well as an area of effect, skill only matters within short range where even inexperienced shooters remain somewhat accurate, though the incendiary launcher should typically be used beyond short range in which case forced miss radius almost completely ignores the wielding person's accuracy. This also means that it's best to give the incendiary launcher to trigger-happy colonists to halve the lengthy warmup time.
  
The incendiary launcher is significantly more accurate and long-ranged than [[molotov cocktails]]. It is most effective in midgame onwards; even so, it is still more of a niche weapon, for situations such as insect hives or pairing with brawlers.
+
 
 +
===Melee Combat===
 +
{| {{STDT| c_12 text-center}}
 +
!Tool
 +
!Attack
 +
!Damage Type
 +
!Power
 +
!AP
 +
!Cooldown
 +
!Likelihood
 +
!Base DPS
 +
|-
 +
!Overall
 +
!-
 +
!-
 +
!9
 +
!13%
 +
!2.00s
 +
!-
 +
!4.50
 +
|- newline
 +
|Stock
 +
|Blunt
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|50.00%
 +
|4.50
 +
|- newline
 +
|Barrel
 +
|Blunt
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|25.00%
 +
|4.50
 +
|- newline
 +
|Barrel
 +
|Poke
 +
|Blunt
 +
|9
 +
|13%
 +
|2.00s
 +
|25.00%
 +
|4.50
 +
|}
 +
 
 +
 
 +
===Obtaining===
 +
Machine pistols can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:
 +
 
 +
{| class="wikitable sortable"
 +
|-
 +
! 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%
 +
|}
 +
 
 +
 
 +
Incendiary launchers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research has been completed; from 75 [[steel]], 4 [[component]]s and {{Ticks|10000}} of work. A crafting skill of at least 4 is required.
  
 
== Graphs ==
 
== Graphs ==

Revision as of 22:52, 2 November 2018

Incendiary launcher

Incendiary launcher

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

Base Stats

Type
EquipmentWeapons
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
Weapon Class
Modern
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Heat)
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

The incendiary launcher is a moderately heavy, single-shot ranged weapon in RimWorld which deals a moderate amount of damage per shot; a long time between shots; moderate range and slightly lower overall accuracy.

Overview

Compared to molotov cocktails, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range.


The warmup/cooldown cycle of the incendiary launcher is the fourth longest out of all player-usable ranged weapons in the game, or sixth highest out of all ranged weapons in the game; only the pila, both centipede-exclusive weapons and both single-use rocket launchers have longer warmup/cooldown cycles. This, combined with the rather poor overall accuracy, results in the incendiary launcher having the lowest single-target damage output out of all player-usable ranged weapons in the game - though this doesn't completely rule out the incendiary launcher in terms of combat viability.


The incendiary launcher's trump card is that it's one of very few weapons that are able to start fires, which in turn can cause people and animals to take damage over time and run around helplessly - typically out of cover and into the open where they're easy targets for other people. However, this does mean that the incendiary launcher's effectiveness is significantly diminished in rainy conditions - which in some cases may be triggered by the in-game firewatcher while using this weapon.


Due to how explosives in RimWorld work, it's best to prioritize people that are behind low cover (e.g. rock chunks and trees), since high cover (e.g. walls) can block shots that land adjacent to the intended target. Explosives are also generally very inaccurate against moving targets, so try to avoid targeting those if you can.


Regarding roles in combat, the incendiary launcher is undoubtedly a support-class weapon, being able to render somewhat dangerous enemies very vulnerable for short (but potentially crucial) periods of time. However, this use case becomes all but obsolete through the midgame towards lategame as raiders wear more fire-resistant apparel, mechanoid ships and raids become more common, as well as tribal numbers getting too large for incendiary launchers to keep up with.


Due to its ability to target areas, incendiary launchers can also be used outside of combat to easily dispose of unwanted corpses, equipment, as well as help clear areas with dense foliage - though the latter can quickly escalate into huge wildfires if done during the firewatcher's cooldown period, so be prepared. Hunting unsurprisingly isn't the best idea with incendiary launchers since there's a risk of destroying the quarry.


Since the incendiary launcher has a forced miss radius as well as an area of effect, skill only matters within short range where even inexperienced shooters remain somewhat accurate, though the incendiary launcher should typically be used beyond short range in which case forced miss radius almost completely ignores the wielding person's accuracy. This also means that it's best to give the incendiary launcher to trigger-happy colonists to halve the lengthy warmup time.


Melee Combat

Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
Overall - - 9 13% 2.00s - 4.50
Stock Blunt Blunt 9 13% 2.00s 50.00% 4.50
Barrel Blunt Blunt 9 13% 2.00s 25.00% 4.50
Barrel Poke Blunt 9 13% 2.00s 25.00% 4.50


Obtaining

Machine pistols can 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%


Incendiary launchers can also be crafted at a machining table once the gunsmithing research has been completed; from 75 steel, 4 components and 10,000 ticks (2.78 mins) of work. A crafting skill of at least 4 is required.

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.