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Flamethrower turret: Difference between revisions

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New infobox organization.
Removed tips about oil processing (they're borderline. could fit on gleba page. but here is not the place for them), wikified rest of space age enemies section
 
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{{Languages}}
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{{:Infobox:Flamethrower turret}}
{{:Infobox:Flamethrower turret}}
'''Flamethrower turrets''' work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike [[gun turret]]s and [[laser turret]]s, they have a limited firing arc, and should therefore be placed at choke points or behind [[wall]]s. They can use [[crude oil|crude]], [[heavy oil|heavy]], or [[light oil]] as ammunition, which must be provided via a [[pipe]] connected to the turret.


New in version 0.13, Flamethrower turrets provide literal fire support, setting enemies on fire and doing damage over time. Unlike the previous turrets, they have a limited firing arc, therefore should be place at choke points or behind walls. They use liquids as ammunition, which requires dedicated fluid pumping, capable of using crude oil, heavy oil, or light oil. Different liquids provide further damage bonuses:
== Mechanics ==
 
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.


{| class="wikitable"
{| class="wikitable"
Line 9: Line 12:
|{{IconLink|Crude oil}} ||100% Damage  
|{{IconLink|Crude oil}} ||100% Damage  
|-
|-
|{{IconLink|Heavy oil}}||105% Damage  
|{{IconLink|Heavy oil}} ||105% Damage  
|-
|-
|{{IconLink|Light oil}} ||110% Damage  
|{{IconLink|Light oil}} ||110% Damage  
|}
|}


Currently, flamethrower turrets have a tendency to miss the first row of biters, as unlike the laser and gun turrets they do not have a seeking projectile, instead firing over the heads of the first row. Due to this, gun/laser turrets will be necessary in addition to flame turrets. The second biters in line will not be so lucky, however. When fully upgraded, Flamethrower turrets are capable of doing 145.2/s Fire damage plus an additional 217.8/s damage for 8 seconds. This makes them far more powerful than the gun turret or the laser turret, especially considering Biters' lack of resistance to fire. The high damage cheapens the cost of liquids.  
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind.
 
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.
 
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.
 
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using "flamethrower" type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.
 
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it 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. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.
 
An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.
 
=== Fire resistance ===
 
At a glance it's not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.
 
* Direct splash damage: Deals 3 damage 30 times a second.
* Fire sticker: Deals 16.67 damage 6 times a second.
* Fire patch: Deals 13 damage 6 times a second when fully intensified.
 
These damages are increased by the refined flammables tech and liquid damage bonus.
 
Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.
 
Tanks, trains and spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.
 
In [[Space Age]], flamethrowers are considered burner devices and therefore cannot be placed on [[space platform]]s{{SA}}. Even if they could be placed, [[asteroids]]{{SA}} have 100% fire damage resistance.
 
[[Pentapods]]{{SA}} on [[Gleba]]{{SA}} have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.


The optimal attack for flamethrower turrets to handle would be a very linear attack, where the enemy attacked in a line formation, to ensure most attackers end up walking through the pool of fire left by the turret.
The [[demolisher]]s{{SA}} on [[Vulcanus]]{{SA}} have 100% fire resistance.


== History ==
== History ==
{{History|2.0.7|
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.
}}
{{history|0.17.33|
* Added out of fuel alert icon to flamethrower turrets.}}


{{history|0.13.0|
{{history|0.13.0|
Line 25: Line 62:


== See also ==
== See also ==
* [[Gun turret]]
* [[Gun turret]]
* [[Laser turret]]
* [[Laser turret]]


{{CombatNav}}
{{CombatNav}}
{{C|Defense}}

Latest revision as of 18:03, 7 February 2025

Flamethrower turret

Recipe

20
+
5
+
15
+
10
+
30
1

Total raw

32.5
+
5
+
40
+
30

Map color

Fluid storage volume

Fuel buffer: 100
Pass-through pipe: 100

Health

1400
1820 2240
2660 3500

Resistances

Fire: 0/100%

Stack size

50

Range

Minimum: 6
Maximum:

30
33 36
39 45

(Limited 120° arc)

Shooting speed

30/s

Damage

Contact damage: 3 fire
Fire on the ground: 13/s fire
Ignited objects: 100/s fire
Ignition duration:

30
39 48
57 75
seconds

Area of effect size

2.5

Ammunition

Dimensions

2×3

Fluid consumption

3/s

Mining time

0.5

Prototype type

fluid-turret

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.

Flamethrower turrets work similarly to the flamethrower, setting enemies and the ground on fire and doing damage over time. Unlike gun turrets and laser turrets, they have a limited firing arc, and should therefore 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.

Mechanics

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

Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind.

Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.

The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.

While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using "flamethrower" type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.

Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it 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. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.

An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.

Fire resistance

At a glance it's not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.

  • Direct splash damage: Deals 3 damage 30 times a second.
  • Fire sticker: Deals 16.67 damage 6 times a second.
  • Fire patch: Deals 13 damage 6 times a second when fully intensified.

These damages are increased by the refined flammables tech and liquid damage bonus.

Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.

Tanks, trains and spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.

In Space Age, flamethrowers are considered burner devices and therefore cannot be placed on space platforms. Even if they could be placed, asteroids have 100% fire damage resistance.

Pentapods on Gleba have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.

The demolishers on Vulcanus have 100% fire resistance.

History

  • 2.0.7:
    • All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.
  • 0.17.33:
    • Added out of fuel alert icon to flamethrower turrets.
  • 0.13.0:
    • Introduced.
    • Damage upgrade technology introduced.

See also