Difference between revisions of "Incendiary"

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(→‎Damage: discovered new bug (dos, 1.4) -- armoured soldiers can die from spreading fire if already badly wounded)
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* Damage caused by fire does not alter [[Morale]] level.
 
* Damage caused by fire does not alter [[Morale]] level.
  
* '''All''' forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage. Other deviations from standard (100%) incendiary [[Damage#Damage_Modifiers|damage]] are:
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* '''All''' forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.
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* '''Soldiers wearing armour, if wounded, can die from spreading fire.'''  Apparently if the damage the fire would inflict exceeds the soldier's remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to ''spreading'' fire, and will not affect a wounded soldier already standing in fire.
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* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:
 
**More Vulnerable:
 
**More Vulnerable:
 
***170% - Reaper         
 
***170% - Reaper         

Revision as of 01:43, 31 December 2010

Ground Fire Animation Unit Fire Animation

Incendiary (IN) ammunition does some impact damage (6.4 damage, see below but also set the target and the surrounding area (in the case of the rocket, a LOT of the surrounding area) on fire. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out with the following results:

Source

Incendiary rounds are available for the following weapons:

Some tiles may already be on fire at the start of the mission if the UFO crashed.

Smoke

Smoke1.gif Smoke2.gif Smoke3.gif

  • A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block line of sight.

Light

  • Fire not only damages aliens and obstacles hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during Night Missions. An alien that is on fire does not provide illumination itself, however.

Damage

Incendiary damage mechanics are not fully understood and are being re-investigated by Zombie. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the Talk page.
  • Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth tile.
  • If a Zombie is killed by the explosive impact of any form of Incendiary munitions, the Chryssalid larva will be burnt up instead of hatching. However, Zombies have high hit points and will have to be near death to be killed by an IN round, per se.
  • UFO interiors and dropped items are fireproof, even if their owners aren't. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.
  • Damage caused by fire does not alter Morale level.
  • All forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take Health damage.
  • Soldiers wearing armour, if wounded, can die from spreading fire. Apparently if the damage the fire would inflict exceeds the soldier's remaining health, the soldier will die. If the damage is not enough to kill the soldier that turn, no damage will be inflicted. This bug only applies to spreading fire, and will not affect a wounded soldier already standing in fire.
  • Certain creatures take increased or decreased damage from incendiary rounds:
    • More Vulnerable:
      • 170% - Reaper
    • Less Vulnerable:
      • 80% - Chryssalid
      • 70% - Ethereal, Snakeman
      • 40% - Tanks/Hovertanks
      • 0% - Silacoid (rocks don't burn!)
  • Initial "impact" damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.
  • Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile (MCD offset 45). They have a 33% chance of catching fire (observation from 6000+ trials).
  • Once lit, units burn for 1-5 rounds, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that alien health values range from 30 to 120... it can kill or seriously damage sectoids, floaters (if on ground!), and maybe snakes, but barely warms up mutons. Terrorists are hardly touched (but now you might have their attention).
  • Smoke does not snuff out units on fire.
  • Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.

Spreading

Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since no map is a pure wheat field and many tile types are unlikely to burn, they eventually go out.

Unarmored soldiers can walk through fire unscathed, but don't be left standing on or next to a burning tile at the end of the turn. That's when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.

Explosives (any weapon with damage type HE) can start fires, particularly in mountains (due to a bug). Copious use of explosives on thick cover can flush out the enemy - but you have an 80-item limit.

Explosives will not put out fires, per se. You can directly destroy tile flammability via explosives so that areas can't burn (or stop burning), but it's tricky. (How accurate is your throwing?) In theory, it's possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page's Discussion.

Quirks, Tips, And Tricks

XCOM makes a brave attempt to model fire. However, there are some quirks:

  • If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion anywhere else on the map will damage it, even if you just shoot an IN round at a random patch of ground.
  • Friendly units standing in smoke will take STUN damage every time an incendiary round explodes, even if armored. Alien units are not affected (needs further testing).
  • Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see Reaction fire triggers).
  • Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed Smoke Grenade in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don't stop in or next to one.
  • There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going - forest fire, anyone? - further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa.
  • The damage values listed in the UFOpaedia do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.