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− | {{ | + | {{infobox main|weapon| |
| name = Molotov cocktails | | name = Molotov cocktails | ||
| image = Molotov.png | | image = Molotov.png | ||
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| type2 = Weapons | | type2 = Weapons | ||
| tech level = Industrial | | tech level = Industrial | ||
− | | class = | + | | 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 | ||
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| weaponTags = GrenadeDestructive | | weaponTags = GrenadeDestructive | ||
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}} | }} | ||
− | '''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. | + | '''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. |
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+ | Note that molotov cocktails, once equipped, can be thrown infinitely; they are not consumed by use. | ||
== Acquisition == | == Acquisition == | ||
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<!--Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--> | <!--Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
+ | |- | ||
! Raider Kind !! Chance !! Average Quality !! Health | ! Raider Kind !! Chance !! Average Quality !! Health | ||
|- | |- | ||
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== Summary == | == Summary == | ||
[[File:Molotov cocktails.png|thumb|left|200px|Molotov cocktails range and AoE]] | [[File:Molotov cocktails.png|thumb|left|200px|Molotov cocktails range and AoE]] | ||
+ | Molotov cocktails deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage, with a very short range, moderate aiming time. The cocktail explodes on impact, affecting adjacent tiles in cardinal directions. Cocktails have a forced miss radius of 1.9 tiles. If unobstructed, they will always land within 1 tile of their targeted tile (including diagonals). The cocktails will not get any more or less accurate based on the skills or health of the thrower. [[Aiming time]] effects do still apply however. | ||
− | + | 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. | |
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− | + | Molotov cocktails are treated as proper weapons, so you can't wield another weapon. Each set of molotov cocktails can be thrown infinitely; they are not consumed by use. They are thrown like any shot, so cannot be used over walls and must have a direct line of sight. A circular zone will generate to indicate range, then another indicator with a circular center will become the aiming spot. The character cannot hold both the cocktails and another weapon at the same time. | |
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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]]. | ||
Molotov cocktails have no [[quality]] - every set of molotovs will have the same stats, regardless of the skill of the crafter. | Molotov cocktails have no [[quality]] - every set of molotovs will have the same stats, regardless of the skill of the crafter. | ||
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+ | [[Pyromaniac]] pawns equipped with molotov cocktails will have a {{+|5}} ''Pyromaniac has incendiary weapon'' mood buff. | ||
== Analysis == | == Analysis == | ||
− | {{ | + | ===Combat=== |
+ | {{Stub|section=1}} | ||
+ | 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. However, using a grenade-type weapon without manual oversight is prone to vulnerable positioning, inefficiency against moving targets, and unwanted collateral damage. In addition, the low range makes friendly fire harder to avoid. Due to the forced miss, they can be a viable alternative weapon for pawns with low shooting skill or health issues. | ||
− | + | 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 tribespeople for a single blast to supress. Note that for humanoids, only [[phoenix armor]]{{RoyaltyIcon}} will prevent guaranteed ignition, which raiders will not wear. | |
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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. | ||
− | Because it relies on fires, [[rain]] significantly diminishes its | + | 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. |
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− | + | ===As a Firestarter=== | |
− | + | Fire is very useful to dispose of flammable items, like [[corpse]]s. Simply gather all unwanted items in a fireproof room (like using stone for walls and floor), draft a pawn, and throw the cocktail. Make sure to remove the Home Area around the room, so that pawns don't try and extinguish the fire. Molotovs throw faster and are significantly cheaper to produce than [[incendiary launcher]]s, so are better for this purpose. | |
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− | + | Fire may also be used to burn flammable structures and floors. Creating a wooden floor, luring and trapping raiders in, and setting it on fire is a powerful, albeit costly tactic. You can also use wooden [[column]]s/walls, which in the absence of other support, causes a [[Structure#Roof Collapse|Roof Collapse]]. | |
− | Fire | ||
In extremely cold temperatures, fire can be a last resort in order to create [[temperature|heat]]. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to [[heater]]s. | In extremely cold temperatures, fire can be a last resort in order to create [[temperature|heat]]. Use with extreme caution - fire can quickly go out of control, and temperatures easily get too hot. Typically, colonies with access to molotovs also have access to [[heater]]s. | ||
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== Version history == | == Version history == | ||
* 1.0 - Received a crafting recipe. | * 1.0 - Received a crafting recipe. | ||
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− | {{ | + | [[Kind::Weapons| ]] |
− | + | {{nav|weapon|wide}} | |
− | [[Category: | + | [[Category:Weapons]] |
+ | [[Category:Equipment]] |