Napalm Launcher | |
---|---|
Stats | |
Slot | |
Cooldown | 13.3s |
Range | 22 |
Duration | 20s |
Radius | 4 |
Description | Sets the water on fire, dealing damage over time to all enemies foolish enough to get close. |
Napalm Launcher is an incendiary weapon that creates a large area of fire when launched, targets in the area will receive damage every second in the area receiving more damage the closer to the centre they are. It receives a majority of its talents from Burnice's talent tree. Unlike other weapons in the incendiary family, the Napalm Launcher applies area damage over time rather than ship damage over time.
Perks[ | ]
The following perks are applicable to all incendiary items:
Fire Damage | |
---|---|
Uncommon | +3% |
Rare | +5% |
Epic | +8% |
Fire Duration | |
Uncommon | +0.5 |
Rare | +1 |
Epic | +1.5 |
The following event perks are applicable to all incendiary items:
"Quickshot" Fire Damage | |
---|---|
Uncommon | +3% more damage, -2% to cooldown |
Rare | +5% more damage, -4% to cooldown |
Epic | +8% more damage, -6% to cooldown |
Legendary | +8% more damage, -8% to cooldown |
Event Introduced In | Team Deathmatch - May 24 - 28, 2018 |
"Quickshot" Fire Duration | |
Uncommon | +0.5 to damage over time duration, -?% to cooldown |
Rare | +1 to damage over time duration, -?% to cooldown |
Epic | +1.5 to damage over time duration, -?% to cooldown |
Legendary | +1.5 to damage over time duration, -8% to cooldown |
Event Introduced In | Duel - June 29 - July 2, 2018*
Duo - July 6 - 9, 2018 |
The following event perks are exclusive to Napalm Launcher:
"Speedy" Napalm Duration | |
---|---|
Uncommon | +0.5 to damage over time duration, +?% projectile speed |
Rare | +1 to damage over time duration, +?% projectile speed |
Epic | +1.5 to damage over time duration, +?% projectile speed |
Legendary | +1.5 to damage over time duration, +13% projectile speed |
Event Introduced In | Fiery! - August 31 - September 3, 2018 |
"Speedy" Napalm Damage | |
Uncommon | +?% more damage, +?% projectile speed |
Rare | +?% more damage, +?% projectile speed |
Epic | +?% more damage, +?% projectile speed |
Legendary | +7.5% more damage, +13% projectile speed |
Event Introduced In | Napalm Thursday - December 20 - 22, 2018 |
Training info[ | ]
Level | Captain level | Captain xp | Training time | Training time (VIP) | Sugar | Talent |
---|---|---|---|---|---|---|
1 | 4 | 15 xp | 3min | 2min 24s | 8500 | Damage boost for Napalm Launcher. 5% more damage. |
2 | 4 | 20 xp | 10min | 8min | 9000 | Damage boost for Napalm Launcher. 5% more damage. |
3 | 4 | 40 xp | 30min | 24min | 17,500 | Napalm Launcher has shorter reload time. -5% to cooldown. |
4 | 5 | 50 xp | 1h | 48min | 21,500 | Damage boost for Napalm Launcher. 10% more damage. |
5 | 7 | 200 xp | 4h | 3h 12min | 22,500 | Damage boost for Napalm Launcher. 5% more damage. |
6 | 8 | 300 xp | 6h | 4h 48min | 24,500 | Damage boost for Napalm Launcher. 10% more damage. |
7 | 9 | 400 xp | 8h | 6h 24min | 33,000 | Damage boost for Napalm Launcher. 5% more damage. |
8 | 11 | 700 xp | 12h | 9h 36min | 62,000 | Damage boost for Napalm Launcher. 10% more damage. |
9 | 12 | 800 xp | 14h | 11h 12min | 71,000 | Damage boost for Napalm Launcher. 5% more damage. |
10 | 14 | 1000 xp | 18h | 14h 24min | 80,000 | Damage boost for Napalm Launcher. 10% more damage. |
11 | 15 | 1100 xp | 20h | 16h | 98,000 | Increases Napalm Launcher range by 1. |
12 | 15 | 1200 xp | 22h | 17h 36min | 132,000 | Damage boost for Napalm Launcher. 10% more damage. |
13 | 15 | 2100 xp | 1d 14h | 1d 6h 24min | 196,000 | Damage boost for Napalm Launcher. 5% more damage. |
14 | 15 | 2100 xp | 1d 15h | 1d 7h 12min | 207,000 | Damage boost for Napalm Launcher. 5% more damage. |
15 | 15 | 2200 xp | 1d 17h | 1d 8h 48min | 248,000 | Napalm Launcher has shorter reload time. -5% to cooldown. |
16 | 15 | 2300 xp | 1d 18h | 1d 9h 36min | 310,000 | Damage boost for Napalm Launcher. 5% more damage. |
17 | 15 | 2300 xp | 1d 19h | 1d 10h 24min | 385,000 | Damage boost for Napalm Launcher. 5% more damage. |
18 | 15 | 2400 xp | 1d 21h | 1d 12h | 470,000 | Damage boost for Napalm Launcher. 5% more damage. |
19 | 15 | 2500 xp | 1d 22h | 1d 12h 48min | 485,000 | Damage boost for Napalm Launcher. 5% more damage. |
20 | 15 | 2500 xp | 1d 23h | 1d 13h 36min | 525,000 | Increases Napalm Launcher range by 2. |
21 | 15 | 2700 xp | 2d 2h | 1d 16h | 750,000 | Damage boost for Napalm Launcher. 5% more damage. |
22 | 15 | 2800 xp | 2d 4h | 1d 17h 36min | 860,000 | Damage boost for Napalm Launcher. 5% more damage. |
23 | 15 | 3000 xp | 2d 8h | 1d 20h 48min | 940,000 | Damage boost for Napalm Launcher. 5% more damage. |
24 | 15 | 3100 xp | 2d 10h | 1d 22h 24min | 990,000 | Damage boost for Napalm Launcher. 5% more damage. |
25 | 15 | 3200 xp | 2d 12h | 2d | 1,115,000 | Napalm Launcher has shorter reload time. -5% to cooldown. |
26 | 15 | 3500 xp | 2d 16h | 2d 3h 12min | 1,500,000 | Damage boost for Napalm Launcher. 10% more damage. |
27 | 15 | 3600 xp | 2d 18h | 2d 4h 48min | 1,605,000 | Damage boost for Napalm Launcher. 5% more damage. |
28 | 15 | 3800 xp | 2d 22h | 2d 8h | 1,695,000 | Damage boost for Napalm Launcher. 5% more damage. |
29 | 15 | 3900 xp | 3d | 2d 9h 36min | 1,850,000 | Damage boost for Napalm Launcher. 5% more damage. |
Total | 53825 xp | 41d 10h 43min | 33d 3h 46min 24s | 14,710,500 | Damage +150%, cooldown -15%, range +3. |
Strategies[ | ]
Overview:
The Napalm Launcher is an area-target, damage-over-time, and incendiary weapon that has a big blast radius. If you do manage to lure them into the Napalm trap, it is well rewarding, especially when you have any Cannon-type weapon with you. The increased damage to burning targets these weapons yield, it is a well-rewarding weapon in many ways.
Advantages and Disadvantages:
Advantages:
To start off, let's go over the advantages:
- First off, big blast radius, so you can trap quite a bit of enemies in its burning zone.
- Next off, Burnice has lots of talents to fill up the Napalm Launcher's potential.
- Highest incendiary damage weapon at all rarities.
- Long burn duration, so it's big enough to kill low HP ships.
- Can be paired with quite a bit of strategies.
- Reduces targeting vision, so your enemies can't see you through the flames (only under special circumstances)
- Is a good weapon to separate an enemy team.
Disadvantages:
To balance that, let's go over the disadvantages:
- The high cooldown, so go pair it with a Cannon of any kind. (Explosive Cannons are recommended if you want to splash enemies in the burn zone that are huddled together.)
- Short range, so pair it with a range perk.
- A trap a lot of players will avoid, unless you lure them into the trap.
- Not particularly useful in the early game.
- Powerful, but fast-moving targets can usually escape this trap. (Speeders, Fast moving Enforcers and Fixers can be annoying nuisances.
Item choices and builds:
Usually the most common build on any ship with this weapon will be the Napalm-Cannon strategy. The burning damage from the napalm, further boosted with the Cannon's additional damage, can make for a pretty useful strategy. Who says you can't add a Swift Torpedo, a Grenade Launcher (the additional fire damage chance can make for a nasty build), or even a Flare Gun? All hard-to-hit weapons, but ones that are worth your fire.
This strategy is not recommended on Enforcers, the limitation of combat power means that your Enforcer (if you are playing it) will get mowed down. I recommend using this build on Defenders that are playing offense, or Shooters. Speeders and Fixers work with this build as well, but it's not highly recommended.
Also, just a heads-up, Explosive Cannons work with this role as well, the high duration of the burning means you can usually land at least two hits before the burning ends. Also, the Napalm's burn duration is higher than the cooldown, meaning you can fire two Napalm shots before you need to wait. You can fire a third one, however, at least one will have disappeared by the time you land the third shot.
Ship choices:
Speeders and Fixers are usually the best ship for this weapon, the reduced "chunk" sight distance means that many Speeders and Fixers aren't able to be targeted. If used offensively, Shooters are your best weapon, alongside Defenders playing offensive. Also, Speeders are meant to be support ships, so please, go use the Napalm in a supportive way. Fixers are defensive, supportive, and sometimes offensive units, but they are mostly supportive, as well, but you can use it offensively in the following ways:
- You can fire a shot directly at a stationary target, and at MK6, pairing it with any kind of Cannon works with this trick.
- Having assistant ships place mines inside the burning zone. The assisting ships don't get affected in the Napalm.
- Pairing it with a Flare Gun. The additional burning damage will weaken your opponent, until you can kill them with any other weapon.
- Speeding through the Napalm, with your enemies following behind you. Fire back with any other weapon you have.
Do's and don't's
Do's
- Bring a Cannon, or an assisting weapon. Mortars work well with this role, as well, but have a smaller blast radius, so many shots will be likely avoided, or targets take minimal damage.
- Place mines in the burning zone. The increased damage will WEAKEN your target.
- Basically doing anything offensive in the burning zone.
All I know of.
Don't's:
- Using it near fixers (unless you have some other weapon with you).
Gallery[ | ]
|