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| name = Doomsday rocket launcher
 
| name = Doomsday rocket launcher
 
| image = Doomsday rocket launcher.png
 
| image = Doomsday rocket launcher.png
| 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.
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| 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 = Industrial
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| class = Modern
 
| damage = 50
 
| damage = 50
 
| damage type = Bomb
 
| damage type = Bomb
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| MeleeWeaponAverageAP = 18
 
| MeleeWeaponAverageAP = 18
 
| page verified for version =
 
| page verified for version =
| has quality = False
 
 
| weaponTags = Gun, GunSingleUse
 
| weaponTags = Gun, GunSingleUse
| tradeTags = ExoticMisc, WeaponRanged
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| tradeTags = ExoticMisc
 
| thingSetMakerTags = SingleUseWeapon, RewardStandardLowFreq
 
| thingSetMakerTags = SingleUseWeapon, RewardStandardLowFreq
 
}}
 
}}
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== Summary ==
 
== Summary ==
The doomsday rocket launcher is a single-use consumable, unlike most weapons. Once fired a single time, 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. It's worth noting that this launcher is never automatically aimed by [[colonist]]s - they have to be ordered to fire by the player.
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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. It's worth noting that this launcher is never automatically aimed by [[colonist]]s - they have to be ordered to fire by the player.
  
 
When fired, the doomsday rocket launcher fires a rocket that produces 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.{{Check Tag|Confirm}}
 
When fired, the doomsday rocket launcher fires a rocket that produces 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.{{Check Tag|Confirm}}
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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, so doomsdays are significantly less effective against them. 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.
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[[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 ===
 
=== Compared to triple rocket launchers ===
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=== 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 can be placed next to the transport pods to allow a pawn to quickly switch from their current weapon to the doomsday before launching.
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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.
  
 
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.
 
== Melee attack table ==
 
{{Weapon Stats Table|no header=true}}
 
  
 
== Gallery ==
 
== Gallery ==
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{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:Explosive Weapons]]
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[[Category:Equipment]] [[Category:Weapons]] [[Category:Industriel Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Single-Use Weapons]] [[Category:Launchers]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Single-Use Weapons]] [[Category:Launchers]]

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