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{{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security|
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{{Rewrite|reason=Format standardization}}{{Stub}}{{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security|
 
|name = IED trap
 
|name = IED trap
|image = IED high explosive.png
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|image = IED_trap.png
 
|description = A pair of high-explosive shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
 
|description = A pair of high-explosive shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
 
|type = Building
 
|type = Building
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== Summary ==
 
== Summary ==
{{IED Note}}
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IEDs are single use traps that may be triggered when a pawn of any kind walks over it.
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* The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
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* Non-manhunting wild animals have a 25% chance to trigger the trap.
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* Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
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* Friendly visitors will never trigger a trap. 
  
When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, dealing 50 [[Bomb]] damage in a 3.9-tile radius. Bomb damage has additional damage multipliers depending on the target, see [[Bomb]] for details.  
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.  
  
Non-drafted pawns will attempt to run from an activated IED trap.{{Check Tag|Verify|verify this fact}}
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When tripped, IED traps will start emitting a hissing sound, hinting enemies to run away.
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They explode in a 3.9-tile radius, 0.25 seconds after being triggered, dealing 50 [[Damage types#Bomb|Bomb damage]], having a fair chance to incapacitate and a small chance to kill a pawn.
  
 
== Analysis ==
 
== Analysis ==
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Placement requires some forethought by guessing positions where the enemies will be stuck for a couple of seconds such as cover spots (rocks or walls) and choke points on the side where enemies would take cover when engaging your colonists. Example: an IED trap surrounded by a tile or two of [[sandbags]] will explode while victims are still close due to the reduced movement speed to walk out over them.
 
Placement requires some forethought by guessing positions where the enemies will be stuck for a couple of seconds such as cover spots (rocks or walls) and choke points on the side where enemies would take cover when engaging your colonists. Example: an IED trap surrounded by a tile or two of [[sandbags]] will explode while victims are still close due to the reduced movement speed to walk out over them.
  
=== As a detonator ===  
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=== As a detonator ===
[[File:Bombing a defoliator.png|right|300px|thumb|Example of multiple shells to be detonated by a single IED. Here, a dozen high-explosive shells are placed near a [[Crashed ship parts#Defoliator ship|defoliator ship]] (1200 HP), along with an IED trap which will be shot by a pawn.]]
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IED traps can be triggered by shooting at them, so they can be placed near other [[high-explosive shell]]s to make a bigger explosion, to destroy [[crashed ship parts]] for example.
  
IED traps can be triggered by shooting at them, so they can be placed near other [[high-explosive shell]]s to make a bigger explosion, to destroy larger targets (e.g. [[crashed ship parts]] - see example, right).
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[[File:Bombing a defoliator.png|center|400px]]
  
Unfortunately, one large stack of 12 shells doesn't make the same damage as a dozen stacks of 1 shell each, so individual stacks have to be made. (In fact, using the example to the right, a stack of 25 shells exploding brings the defoliator to 725/1200, not even half the damage for more than twice the amount of shells).  
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Here, a dozen of high-explosive shells are placed near a [[Crashed ship parts#Defoliator ship|defoliator ship]] (1200 HP), along with an IED trap.
  
 
It requires a bit of micro-management to place individual stacks of shells (make the shell at a [[machining table]], carry it to a 1×1 [[stockpile zone]], delete this zone to avoid having more shells on it, repeat), and a careful placement of the trap (placing it too close to a mecha will wake it up), but the explosion will destroy the defoliator outright. The pawn shooting at the IED trap should be ready to run very fast, or better: wear a [[jump pack]]{{RoyaltyIcon}} to avoid being sliced up by the waking mechas.
 
It requires a bit of micro-management to place individual stacks of shells (make the shell at a [[machining table]], carry it to a 1×1 [[stockpile zone]], delete this zone to avoid having more shells on it, repeat), and a careful placement of the trap (placing it too close to a mecha will wake it up), but the explosion will destroy the defoliator outright. The pawn shooting at the IED trap should be ready to run very fast, or better: wear a [[jump pack]]{{RoyaltyIcon}} to avoid being sliced up by the waking mechas.
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Unfortunately, a stack of 12 shells doesn't make the same damage as 12 stacks of one, so individual stacks have to be made (in fact, a stack of 25 shells exploding brings the defoliator to 725/1200, not even half the damage for more than twice the amount of shells).
  
 
This technique works well to destroy ship parts, or possibly sleeping [[scyther]]s that accompany it, but killing [[centipede]]s would require much more shells and is clearly not the best method: kiting them is much easier.
 
This technique works well to destroy ship parts, or possibly sleeping [[scyther]]s that accompany it, but killing [[centipede]]s would require much more shells and is clearly not the best method: kiting them is much easier.

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