Flamethrower turret: Difference between revisions
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Currently, flamethrower turrets have a tendency to miss the first row of biters. Unlike the laser and gun turrets, they do not have a seeking projectile, instead firing over the heads of the first row. The second biters in line will not be so lucky, however. Therefore, gun/laser turrets will be necessary in addition to flamethrower turrets. Flamethrower turrets are very powerful because | Currently, flamethrower turrets have a tendency to miss the first row of biters. Unlike the laser and gun turrets, they do not have a seeking projectile, instead firing over the heads of the first row. The second biters in line will not be so lucky, however. Therefore, gun/laser turrets will be necessary in addition to flamethrower turrets. Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 dealt to ignited enemies is a guaranteed death sentence for anything in the game. | ||
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. However, they do not affect the damage dealt to ignited enemies, this fire always lasts 30 seconds and always deals 100 damage per second. | The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. However, they do not affect the damage dealt to ignited enemies, this fire always lasts 30 seconds and always deals 100 damage per second. |
Revision as of 11:30, 30 April 2019
Flamethrower turret |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Recipe |
|
+ + + + → | |
Total raw |
|
+ + + |
Map color |
|
Fluid storage volume |
Fuel buffer: 100 |
Health |
1400 |
Resistances |
Fire: 0/100% |
Stack size |
50 |
Range |
Minimum: 6 |
Shooting speed |
30/s |
Damage |
Contact damage: 3 fire |
Area of effect size |
2.5 |
Ammunition |
|
Dimensions |
2×3 |
Fluid consumption |
3/s |
Mining time |
0.5 |
Prototype type |
|
Internal name |
flamethrower-turret |
Required technologies |
|
Boosting technologies |
|
Produced by |
|
Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. Objects are ignited for 30 seconds. |
Flamethrower turrets work similarly to the Flamethrower, setting enemies on fire and doing damage over time. Unlike gun and laser turrets, they have a limited firing arc, and should therefore should be placed at choke points or behind walls. They can use crude, heavy, or light oil as ammunition, which must be provided via a pipe connected to the turret. Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.
Ammunition | Effect |
---|---|
Crude oil | 100% Damage |
Heavy oil | 105% Damage |
Light oil | 110% Damage |
Currently, flamethrower turrets have a tendency to miss the first row of biters. Unlike the laser and gun turrets, they do not have a seeking projectile, instead firing over the heads of the first row. The second biters in line will not be so lucky, however. Therefore, gun/laser turrets will be necessary in addition to flamethrower turrets. Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 dealt to ignited enemies is a guaranteed death sentence for anything in the game.
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. However, they do not affect the damage dealt to ignited enemies, this fire always lasts 30 seconds and always deals 100 damage per second.
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the fire will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot.
History
- 0.13.0:
- Introduced.
- Damage upgrade technology introduced.