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− | {{ | + | {{image wanted|reason=Replacement image of radii, showing the correct number of incendiary secondaries}}{{infobox main|weapon| |
− | {{ | ||
| name = Doomsday rocket launcher | | name = Doomsday rocket launcher | ||
− | | image = Doomsday rocket launcher.png | + | | image = Doomsday rocket launcher.png|Doomsday rocket launcher |
− | | description = A single-use rocket launcher that fires a massive explosive projectile. Good against large groups of soft targets. Starts fires.<br | + | | description = A single-use rocket launcher that fires a massive explosive projectile. Good against large groups of soft targets. Starts fires. <br> Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon. |
| type = Equipment | | type = Equipment | ||
| type2 = Weapons | | type2 = Weapons | ||
| tech level = Spacer | | tech level = Spacer | ||
− | | class = | + | | class = Modern |
| damage = 50 | | damage = 50 | ||
| damage type = Bomb | | damage type = Bomb | ||
− | |||
− | |||
| range = 36 | | range = 36 | ||
| mode = Single-Use | | mode = Single-Use | ||
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| marketvalue = 1000 | | marketvalue = 1000 | ||
| DPS = DPS | | DPS = DPS | ||
+ | | stoppingPower = 0.5 | ||
| mass base = 8 | | mass base = 8 | ||
| meleeattack1dmg = 11.7 | | meleeattack1dmg = 11.7 | ||
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| MeleeWeaponAverageAP = 18 | | MeleeWeaponAverageAP = 18 | ||
| page verified for version = | | page verified for version = | ||
− | |||
| weaponTags = Gun, GunSingleUse | | weaponTags = Gun, GunSingleUse | ||
− | | tradeTags = ExoticMisc | + | | tradeTags = ExoticMisc |
| thingSetMakerTags = SingleUseWeapon, RewardStandardLowFreq | | thingSetMakerTags = SingleUseWeapon, RewardStandardLowFreq | ||
}} | }} | ||
− | The '''doomsday rocket launcher''' is a single-use, single-shot rocket launcher that is | + | The '''doomsday rocket launcher''' is a single-use, single-shot rocket launcher that has significantly larger blast radius than the [[Triple rocket launcher]]. |
+ | |||
+ | It's worth noting that this launcher is never automatically aimed by [[colonist]]s - they have to be ordered to fire by the player. Along with the [[triple rocket launcher]], this is one of the most damaging weapons in RimWorld. | ||
== Acquisition == | == Acquisition == | ||
− | Doomsday rocket launchers cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from [[Raiders]], specifically from Heavy Mercenaries in [[Outlanders|Outlander]] and [[Pirates|Pirate]] raids. In the last case, care must be taken to kill or down the raider before they can fire the weapon. | + | Doomsday rocket launchers cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from [[Raiders]], specifically from Heavy Mercenaries in [[Outlanders|Outlander]] and [[Pirates|Pirate]] raids. In the last case, care must be taken to kill or down the raider before they can fire the single use weapon. |
<!-- Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--> | <!-- Raider is linked instead of a faction because its a Mercenary used by both Outlanders and Pirates--> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
+ | |- | ||
! Raider Kind !! Chance !! Average Quality !! Health | ! Raider Kind !! Chance !! Average Quality !! Health | ||
|- | |- | ||
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|} | |} | ||
− | == Summary == | + | ==Summary== |
− | The doomsday rocket launcher is a single-use consumable, unlike most weapons. Once fired | + | The doomsday rocket launcher is a single-use consumable, unlike most weapons. Once fired once, the launcher disappears completely. It cannot be reloaded, nor can any resources be salvaged from it. When fired, the cooldown time of the weapon is still observed. It is similar to a [[triple rocket launcher]] in this respect. |
− | When fired, the doomsday rocket launcher fires | + | When fired, the doomsday rocket launcher fires a single explosion in a 7.8 tile radius explosion, dealing 50 [[Damage Type#Bomb|bomb damage]]. Afterwards, 3 smaller explosions deal 10 [[Damage Type#Flame|flame damage]], potentially igniting targets, and covering the ground in [[Filth|chemfuel puddles]] which also then ignite. These secondary explosions can exceed the displayed blast radius of the rocket so care must be taken when firing. There are some unconfirmed reports that the secondary explosions can also detonate behind walls. |
− | If it is damaged in item form, i.e. not held by a pawn, by [[Damage Type#Flame|Flame damage]], it may explode | + | If it is damaged in item form, i.e. not held by a pawn, by [[Damage Type#Flame|Flame damage]], it may explode<sup>[Detail needed]</sup>. The launcher will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 Bomb damage in a 7.8 tile radius around itself. |
− | == Analysis == | + | ==Analysis== |
− | The doomsday rocket launcher is a single use, but extraordinarily effective solution | + | The doomsday rocket launcher is a single use, but extraordinarily effective solution against humanoid raids of all kinds. It combines significant damage, large area of effect, incendiaries, and long range. This allows it to quickly devastate, if not outright end, human raids that show up. As they are very difficult to acquire in bulk, rocket launchers are best as emergency weapons. |
Doomsday rocket launchers have a range that dwarfs most other weapons; being tied with the triple rocket launcher and only surpassed by the [[sniper rifle]]. Therefore, they are perhaps the ultimate solution to dispatch of dangerous sieges and late-game tribal raids. Raiders that "prepare" can be handled with multiple [[mortar]]s, or in the case of tribals, even just a [[sniper rifle]]. | Doomsday rocket launchers have a range that dwarfs most other weapons; being tied with the triple rocket launcher and only surpassed by the [[sniper rifle]]. Therefore, they are perhaps the ultimate solution to dispatch of dangerous sieges and late-game tribal raids. Raiders that "prepare" can be handled with multiple [[mortar]]s, or in the case of tribals, even just a [[sniper rifle]]. | ||
− | [[Mechanoids]] are immune to both [[Damage Type#Flame|flame damage]] and to being ignited | + | [[Mechanoids]] are immune to both [[Damage Type#Flame|flame damage]] and to being ignited. This significantly reduces the effectiveness of Doomsdays. As [[centipede]]s (and to a lesser extent, [[termite]]s) have such high health scales, doomsday rocket launchers aren't the raid-ending threat like they are against humanoids, but they still deal decent damage. |
+ | |||
+ | ==Compared to triple rocket launchers== | ||
+ | Doomsday rocket launchers fire a single shot with a very large radius. The secondary flame explosions make it much more effective at disabling organic raiders, or killing weak mechanoids like [[lancer]]s. | ||
− | + | Triple rocket launchers fire 3 shots of bomb damage, with a smaller radius per shot. If shots overlap, they deal more damage. While humans will feasibly die to one shot from either weapon, the extra damage is useful against bulky mechanoids. | |
− | |||
− | There also exists opportunity cost - | + | There also exists opportunity cost - you may only have triple or doomsday rocket launchers available, so don't be picky about either one. You may want to "save" doomsday launchers against devastating raids, but this may not be possible. |
− | === Fighting against === | + | ===Fighting against=== |
− | As expected, doomsday rocket launchers in the hands of raiders are incredibly dangerous, and should be made priority targets. | + | As expected, doomsday rocket launchers in the hands of raiders are incredibly dangerous, and should be made priority targets. either by focus firing on them, or by getting them to waste their single shot on an inconsequential or difficult to hit target. |
− | [[Psychic shock lance]]s and [[psychic insanity lance]]s have a comparable range (1 tile shorter) and fire much faster (0.5s warmup vs 4.5s warmup) | + | [[Psychic shock lance]]s and [[psychic insanity lance]]s have a comparable range (1 tile shorter) and fire much faster (0.5s warmup vs 4.5s warmup). [[Psycast]]s{{IconRoyalty}} can also [[berserk]] the pawn in question. |
− | === Wealth management === | + | ===Wealth management=== |
− | Doomsday rockets are very effective form of [[wealth management]]. Items are almost always bought at a market | + | Doomsday rockets are very effective form of [[wealth management]]. Wealth controls [[Raider#Raid_strength|raid strength]]. Items are almost always bought at a market loss, so {{icon Small|silver||1000}} is a fair decrease in market value. ''And'', you get a strong last ditch weapon against a tough raid - using the rocket will completely expend the wealth. Therefore, converting some excess wealth into rocket launchers is a good idea. |
− | === Doomdropping strategy === | + | ===Doomdropping strategy=== |
− | Combining a doomsday-armed pawn with a [[transport pod]] allows the player to rapidly position an effective counter to most raids anywhere on the map, even on larger map sizes. The pawn need not carry the doomsday day-to-day, and instead a [[shelf]] or stockpile | + | Combining a doomsday-armed pawn with a [[transport pod]] allows the player to rapidly position an effective counter to most raids anywhere on the map, even on larger map sizes. The pawn need not carry the doomsday day-to-day, and instead a [[shelf]] or stockpile an be placed next to the transport pods to allow a pawn to quickly switch from their current weapon to the doomsday before launching. |
Pawns are exposed both before firing, and after firing if the launcher fails to break the raid. High quality armour is recommended, but high [[move speed]] is more useful. [[Go-juice]] is very useful, boosting speed and prevents [[pain]] downing your pawn. | Pawns are exposed both before firing, and after firing if the launcher fails to break the raid. High quality armour is recommended, but high [[move speed]] is more useful. [[Go-juice]] is very useful, boosting speed and prevents [[pain]] downing your pawn. | ||
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If the [[Royalty DLC]]{{RoyaltyIcon}} is active, there are more options to ease escape. [[Jump pack]]s{{RoyaltyIcon}} or [[locust armor]]{{RoyaltyIcon}} make reposition faster, the Invisibility [[psycast]] renders the pawn immune to counter-fire before launching, and the Skip psycast can move a pawn. | If the [[Royalty DLC]]{{RoyaltyIcon}} is active, there are more options to ease escape. [[Jump pack]]s{{RoyaltyIcon}} or [[locust armor]]{{RoyaltyIcon}} make reposition faster, the Invisibility [[psycast]] renders the pawn immune to counter-fire before launching, and the Skip psycast can move a pawn. | ||
− | + | ==Gallery== | |
− | |||
− | |||
− | == Gallery == | ||
<gallery> | <gallery> | ||
DoomsdayExplosion.png|Doomsday Rocket Launcher being used against a large siege. Do note that a couple of pirates also have Doomsday Rocket Launchers equipped. Note that this image is old and displays 5 secondary explosions instead of 3. | DoomsdayExplosion.png|Doomsday Rocket Launcher being used against a large siege. Do note that a couple of pirates also have Doomsday Rocket Launchers equipped. Note that this image is old and displays 5 secondary explosions instead of 3. | ||
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== Version history == | == Version history == | ||
− | * [[Version/0.8.657|0.8.657]] - Added | + | *[[Version/0.8.657|0.8.657]] - Added |
* ? - number of secondary explosions reduced to 3 from 5. | * ? - number of secondary explosions reduced to 3 from 5. | ||
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RocketLauncher.png|Original sprite of the Doomsday and [[Triple rocket launcher]]s | RocketLauncher.png|Original sprite of the Doomsday and [[Triple rocket launcher]]s | ||
</gallery> | </gallery> | ||
− | + | [[Kind::Weapons| ]] | |
− | {{ | + | {{nav|weapon|wide}} |
− | + | [[Category:Weapons]] | |
− | [[Category: | + | [[Category:Equipment]] |