The Ignis is a Grineer flamethrower used by Grineer Scorch and Hyekka Masters, unlockable through Chem Lab Research in the Dojo. The Ignis releases a long reaching continuous spray of flames in a frontal area of effect (AoE), thus making it exceptionally useful for handling large crowds, albeit at the cost of high ammo usage and a fixed range.
The Ignis' hit detection is composed of two parts:
A perfectly accurate central beam that reaches up to 20m. This beam has a 2m Punch Through.
A ~5 meter spherical AoE that appears at the end of this beam.
The central beam will deal the listed damage of the weapon. The spherical AoE will deal 0.50x the listed damage.
When the Ignis begins firing, it creates an initial "puff" over a rectangular AoE that will deal a single tick of damage. This can hit enemies that the continuous beam and spherical AoE would otherwise miss.
This rectangular AoE has a width of ~10m (reaching ~5m on either side), rapidly extending to a length of 20m as Fire Weapon is held.[further experimentation needed]
When combined with other elemental mods, such as Cold, it will no longer deal the original fire damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add Toxin damage to create Gas damage to kill Light Infested. Add Electricity + Toxin to create Corrosive damage, and add Cold to create Blast damage to kill Heavy Infested.
It is a wise idea to equip a long-ranged weapon in your secondary slot when using the Ignis.
It is unwise to have Specters equip this gun as they only fire on targets when they are ~10m away from them.
The AoE of the Ignis is treated as Punch Through due to the flames being considered explosions.
Combustion Beam can also be equipped to the Ignis, causing enemies to deal damage on death to other nearby enemies. This aids in crowd control and quicker elimination of weaker and closely-grouped enemies.
Sinister Reach can also be equipped on the Ignis, greatly increasing the range of its central beam. This will also move the spherical AoE forward by the same distance.
This also extends the maximum length of the rectangular "puff" each time the weapon is fired.
The radius of the spherical AoE can be increased with Firestorm.
This will NOT affect the width of the rectangular "puff".
Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
Adding Heavy Caliber as a second Serration results in an increase of damage. The reduction of accuracy will cause the beam to slightly waver, which is a negative for most weapons, but is arguably a benefit for the Ignis as the effective AoE spread will widen slightly.
The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with Sinister Reach equipped.
When the Ignis is initially fired, it will produce a large rectangular "puff" which can hit enemies that the continuous fire would otherwise miss.
This can be taken advantage against melee units, especially the Infested.
The Ignis is designed to deal with crowds, spreading low damage but hitting all enemies in range, where most other weapons (besides explosive dealing AoE weapons) are single or multi-target. In other words, the larger the crowd, the better the weapon becomes at distributing damage compared to most other weapons.
The Ignis is very useful in reactor core Sabotage missions, as its punch-through and wide attack area allows it to destroy several exposed reactor cores at once.
Oddly it wasn't just the appearance, as the update that changed the model and reload animation of the Ignis made the Grakata reload as if it was the Ignis.
The Ignis was first shown in the developer Livestream #5.
The volume of fuel the Ignis carries would be impossible in the real world using today's technology, as the duration of continuous fire of the entire magazine lasts far longer than actual flamethrowers. This implies that the fuel used (possibly derived from Detonite) is extremely efficient.
The front portion of the barrel heats up through continuous firing of the weapon, visible after roughly 25 units of ammo has been expended.
Changing the default Heat damage of the Ignis modifies the visual effects of the flame released depending on the new element: Blast damage causes the barrel to emit sparks, Radiation damage generates bolts of electricity within the flame, and Gas damage changes the flame into a thick cloud.
In earlier builds, this change overrode any color customizations to the Ignis' flame color.