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+ | {{Rewrite|reason=Format standardization and verification of A17 graphs}} | ||
{{Infobox main|weapon | {{Infobox main|weapon | ||
| name = Incendiary launcher | | name = Incendiary launcher | ||
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| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 4 | | skill 1 level = 4 | ||
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| weaponTags = Gun | | weaponTags = Gun | ||
| thingSetMakerTags = | | thingSetMakerTags = | ||
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}} | }} | ||
{{Info|The '''incendiary launcher''' is a [[weapon]] that fires bolts that deal low damage but can start fires and ignite enemies.}} | {{Info|The '''incendiary launcher''' is a [[weapon]] that fires bolts that deal low damage but can start fires and ignite enemies.}} | ||
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== Summary == | == Summary == | ||
− | The incendiary launcher creates a "plus-shaped" explosion, which deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage and causes [[fire]]. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike [[frag grenade]]s, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, | + | The incendiary launcher creates a "plus-shaped" explosion, which deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage and causes [[fire]]. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike [[frag grenade]]s, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, [[careful shooter]] is purely detrimental to its use, while [[trigger-happy]] benefits this weapon a lot. The launcher is fired like any other weapon, so is blocked by [[wall]]s. |
− | Of non-consumable player weapons, the | + | Of non-consumable player weapons, the incediary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the [[pila]]. Combined with the weak shots and low accuracy, and the incendiary launcher has the lowest single-target damage output for all ranged 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 == | == Analysis == | ||
− | The | + | 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. Don't fire near your colonists. Launchers are a somewhat viable alternative for colonists with low skill or health issues, due to the forced miss negating shooting accuracy. |
− | Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or trapping raiders in, and lighting it on fire is a valid crowd control tactic, | + | Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or 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 (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single launcher to | + | 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 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, and easier to not cause friendly fire. Molotovs are quicker to deploy, so | + | 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 using stone walls and floor, fill it up with undesirable items, and watch it burn. | + | Outside of combat, fire is useful for disposing of unwanted items, such as [[corpse]]s. Create a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. Note that [[molotov cocktail]]s 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. | |
− | {{Weapon | + | {{Weapon Quality Table}} |
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+ | === 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. | ||
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+ | [[File:IncendiaryLauncherAccuracyNoTrait.png|494px|Incendiary launcher's accuracy with various shooters without any trait.]] | ||
+ | [[File:IncendiaryLauncherDPSNoTrait.png|494px|Incendiary launcher's DPS with various shooters without any trait.]] | ||
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+ | [[File:IncendiaryLauncherAccuracyCarefulShooter.png|494px|Incendiary launcher's accuracy with various shooters with careful shooter.]] | ||
+ | [[File:IncendiaryLauncherDPSCarefulShooter.png|494px|Incendiary launcher's DPS with various shooters with careful shooter.]] | ||
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+ | [[File:IncendiaryLauncherAccuracyTriggerHappy.png|494px|Incendiary launcher's accuracy with various shooters with trigger-happy.]] | ||
+ | [[File:IncendiaryLauncherDPSTriggerHappy.png|494px|Incendiary launcher's DPS with various shooters with trigger-happy.]] | ||
== Version history == | == Version history == | ||
* ? - Renamed from '''T-9 incendiary launcher''' to '''incendiary launcher'''. | * ? - Renamed from '''T-9 incendiary launcher''' to '''incendiary launcher'''. | ||
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<gallery> | <gallery> | ||
T-9IncendiaryLauncher.png|Original T-9 incendiary launcher sprite | T-9IncendiaryLauncher.png|Original T-9 incendiary launcher sprite | ||
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{{Nav|weapon|wide}} | {{Nav|weapon|wide}} | ||
− | [[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial | + | [[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] |
− | [[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category: | + | [[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Rifles]] |