Editing EMP grenades

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main|weapon
+
{{infobox main|weapon|
 
| name = EMP grenades
 
| name = EMP grenades
 
| image = EMP grenades.png
 
| image = EMP grenades.png
Line 6: Line 6:
 
| type2 = Weapons
 
| type2 = Weapons
 
| tech level = Industrial
 
| tech level = Industrial
| class = Industrial
+
| class = Modern
 
| damage = 50
 
| damage = 50
 
| damage type = EMP
 
| damage type = EMP
Line 28: Line 28:
 
| work to make = 24000
 
| work to make = 24000
 
| mass base = 1
 
| mass base = 1
| has quality = False
 
 
| weaponTags = GrenadeEMP
 
| weaponTags = GrenadeEMP
| tradeTags = WeaponRanged
 
 
}}
 
}}
'''EMP grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields. They are not consumed on use and do not use any ammo.
+
'''EMP grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields.
 +
 
 +
Note that EMP grenades, once equipped, can be thrown infinitely; they are not consumed by use.  
  
 
== Acquisition ==
 
== Acquisition ==
Line 39: Line 39:
 
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, and can be recovered after defeating the following [[raider]] types:
 
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, and can be recovered after defeating the following [[raider]] types:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 +
|-
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
Line 45: Line 46:
  
 
== Summary ==
 
== Summary ==
=== Weapon ===
 
 
{{For|a full exploration of the effects of EMP damage|EMP}}
 
{{For|a full exploration of the effects of EMP damage|EMP}}
EMP grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores [[cover]]. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
 
  
EMP grenades deal {{P|Damage Base}} [[EMP]] damage in a {{P|Blast Radius}} tile radius. They are thrown from a very short range of {{P|Range}} tiles, and have moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however.  
+
EMP grenades deal {{P|Damage Base}} [[EMP]] within their very short range of {{P|Range}}, and with a moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding in a {{P|Blast Radius}} tile radius. They have a forced miss radius of 1.9 tiles, meaning an unobstructed grenade will always land within 1 grid tile of their target (including diagonals), and will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects do still apply however.
 +
 
 +
EMP damage does not deal physical damage. Instead, EMP grenades stun [[turret]]s, [[mechanoid]]s, and [[mortar]]s for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. EMP also disables [[shield belt]]s and causes [[Brain shock]] on humanoids with brain implants, and vomitting on those with certain stomach implants.
 +
 
 +
Grenades are treated as a proper weapon, so can't be wielded with another one. Each set of EMP grenades can be thrown infinitely; they are not consumed by use. They are thrown with the same animation as of shooting, they cannot be used over walls and must have a direct line of sight. A circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.
  
EMP does not deal physical damage. Instead, EMP grenades stun [[turret]]s, [[mechanoid]]s, and [[mortar]]s for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and further EMPs won't extend adaptation. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain [[stomach ]]implants.
+
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short. This can be relevant to prevent friendly fire during combat.
  
=== Item ===
+
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, the grenade item may explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.
If at 20 HP or less, a grenade will explode if damaged by [[Damage Types#Flame|Flame]] damage. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.
 
  
 
EMP grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.
 
EMP grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.
  
 
== Analysis ==
 
== Analysis ==
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, like [[centipede]]s, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. [[Trigger-happy]] is beneifical, while the [[careful shooter]] trait is strictly detrimental.
+
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, such as [[centipede]]s, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. [[Trigger-happy]] is beneifical, while the [[careful shooter]] trait is strictly detrimental.
 
 
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will not stun mechs for any longer.
 
  
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short.
+
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will effect stun adaptation, but won't increase stun duration.
  
With the [[Royalty DLC]] active, they also play a vital role in suppressing [[low-shield pack]]s {{RoyaltyIcon}} and downing [[mech low-shield]]s {{RoyaltyIcon}}, ensuring that colonists can maintain damage output. [[Mech cluster]]s{{RoyaltyIcon}} are another great target of EMPs, even if their [[proximity activator]]s prevent the best firing angle. There are also niche uses in [[brain shock]]ing pawns with certain implants to safely down them as a method of safely downing [[Mental break#Beserk|berserking]] supersoldier colonists or rebellious [[slaves]].{{IdeologyIcon}}
+
With the [[Royalty DLC]] active, they also play a vital role in suppressing [[low-shield pack]]s {{RoyaltyIcon}} and downing [[mech low-shield]]s {{RoyaltyIcon}}, ensuring that colonists can maintain damage output. There are also niche uses in [[brain shock]]ing pawns with certain implants to safely down them as a method of safely downing [[Mental break#Beserk|berserking]] supersoldier colonists or rebellious [[slaves]].{{IdeologyIcon}} Finally, EMP Grenades are also particularly useful against [[mechanoid cluster]]s {{RoyaltyIcon}} if they don't have [[proximity activator]]s. {{RoyaltyIcon}}
  
=== Comparison to EMP launchers ===
+
===Comparison to EMP launchers===
 
{{See also|EMP launcher}}
 
{{See also|EMP launcher}}
 
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.  
 
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.  
Line 73: Line 73:
 
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations.  
 
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations.  
  
Launchers have a higher range, which may be useful with good terrain/[[cover]] or against [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}. However, most [[mechanoid]]s will still outrange the launcher, including all mechanoids without the [[Biotech DLC]]. The [[militor]]{{BiotechIcon}} and [[diabolus]]{{BiotechIcon}} in particular are vulnerable to the launcher's extra range - the rest really aren't.
+
Launchers have a higher radius, which may be useful with good terrain or against [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}. However, all [[mechanoid]]s will outrange the launcher.
 +
 
 +
Unlike grenades, launchers are affected by [[quality]]. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that mechanoid adaptation ends before the stun, making it technically possible to 100% stun lock them. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.
  
Unlike grenades, launchers are affected by [[quality]]. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that it's technically possible to 100% stun lock those without EMP resistance. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.
+
Overall, grenades are often the stronger and more practical choice. Their higher accuracy and faster fire rate make up for the relatively low benefit of range.  
  
Overall, grenades are often the stronger and more practical choice. Their higher blast radius and faster fire rate make up for the range.
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime
 
|-
 
|-
| Awful EMP launcher                           ||  45  ||{{ticks|{{#expr: 30*45 }} }}    || {{ticks|{{#expr: 2200-(30*45)}}}}    || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%
+
| Awful EMP launcher                                   ||  45  ||{{ticks|{{#expr: 30*45 }} }}    || {{ticks|{{#expr: 2200-(30*45)}}}}    || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%
 
|-
 
|-
 
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50  || {{ticks|{{#expr: 30*50 }} }}  || {{ticks|{{#expr: 2200-(30*50)}}}}    || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%
 
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50  || {{ticks|{{#expr: 30*50 }} }}  || {{ticks|{{#expr: 2200-(30*50)}}}}    || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%
 
|-
 
|-
| Masterwork EMP launcher                       || 62.5 || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%
+
| Masterwork EMP launcher                               || 62.5 || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%
 +
|-
 +
| Legendary EMP launcher                                || 75  || {{ticks|{{#expr: 30*75 }} }}  ||  {{ticks|0}} (''{{ticks|{{#expr: 2200-(30*75)}}}}'') || 100%
 
|-
 
|-
| Legendary EMP launcher                        || 75  || {{ticks|{{#expr: 30*75 }} }}  ||  {{ticks|0}} (''{{ticks|{{#expr: 2200-(30*75)}}}}'') || 100%
 
 
|}
 
|}
  
Line 93: Line 96:
 
* [[Version/0.6.532|0.6.532]] -  Added.
 
* [[Version/0.6.532|0.6.532]] -  Added.
 
* On or before 1.0.2096 - Texture updated.
 
* On or before 1.0.2096 - Texture updated.
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.
 
  
 
<gallery>
 
<gallery>
Line 99: Line 101:
 
</gallery>
 
</gallery>
  
{{Nav|weapon|wide}}
+
[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]
+
{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]
+
[[Category:Weapons]]
 +
[[Category:Equipment]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: