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The hand talon is a relatively powerful [[body part weapon]], having the second highest DPS of all options second only the [[power claw]]. And unlike the [[power claw]], it inflicts no [[stat]] malus. Its primary failing is in {{AP}} and single attack damage with the lowest of the all the damage-only body part weapons. Against unarmored enemies, the hand talon is slightly superior to a [[quality|good quality]] [[steel]] [[longsword]] but is inferior to normal quality [[plasteel]] [[longsword]] or [[uranium]] [[mace]]. As with all body part weapons, is not particularly useful for a dedicated melee pawn if melee weapons of decent material and quality are available.  
 
The hand talon is a relatively powerful [[body part weapon]], having the second highest DPS of all options second only the [[power claw]]. And unlike the [[power claw]], it inflicts no [[stat]] malus. Its primary failing is in {{AP}} and single attack damage with the lowest of the all the damage-only body part weapons. Against unarmored enemies, the hand talon is slightly superior to a [[quality|good quality]] [[steel]] [[longsword]] but is inferior to normal quality [[plasteel]] [[longsword]] or [[uranium]] [[mace]]. As with all body part weapons, is not particularly useful for a dedicated melee pawn if melee weapons of decent material and quality are available.  
  
Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a [[steel]] [[longsword]] means that if an enemy raider closes to melee range, your pawn isn't as defenseless as they would be otherwise. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no undowned melee pawn is available, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back. In these roles, it may be better than the power claw in some circumstances, as despite the slightly lower DPS and significantly lower AP, it does not slow the pawn like the power claw. Additionally, the majority of melee enemies that would close with your ranged pawns are tribals and animals, both of whom are lightly armored, limiting the disparity between the two a mere {{--|{{#expr: {{Q|Power claw|MeleeDPS}}- {{P|MeleeDPS}} }}}} {{DPS}} and a significant {{--|{{%|1-{{P|Attack 1 Damage}}/{{Q|Power claw|Attack 1 Damage}} round 2}}}} loss in single attack damage, reducing the chance of body part destruction. Given that using ranged pawns in melee should be relatively rare, this is often worthwhile to avoid the power claw's penalty to [[Moving]].  
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Its greatest benefit comes in fitting it to ranged pawns, as it gives them the ability to be effective in melee combat while still being able to hold a gun. Being able to give a ranged pawn the melee capabilities of a pawn with a [[steel]] [[longsword]] means that if an enemy raider closes to melee range, your pawn isn't as defenseless as they would be otherwise. It also makes you pawns more versatile as they can switch from a ranged to melee role in an instant, and still be effective. This is useful if you need another melee fighter immediately for any reason, whether that be to melee block a choke point but no undowned melee pawn is available, or simply see that melee locking an enemy is a more effective way to combat them as they can't shoot back. In these roles, it may be better than the power claw in some circumstances, as despite the slightly lower DPS and significantly lower AP, it does not slow the pawn like the power claw. Additionally, the majority of melee enemies that would close with your ranged pawns are tribals and animals, both of whom are lightly armored, limiting the disparity between the two a mere {{--|{{#expr: {{Q|Power claw|MeleeDPS}}- {{P|MeleeDPS}} }}}} {{DPS}} and a insignificant {{--|{{%|1-{{P|Attack 1 Damage}}/{{Q|Power claw|Attack 1 Damage}} round 2}}}} loss in single attack damage, reducing the chance of body part destruction. Given that using ranged pawns in melee should be relatively rare, this is often worthwhile to avoid the power claw's penalty to [[Moving]].  
  
 
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