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{{Infobox main|weapon
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{{infobox main|weapon|
 
| name = EMP launcher
 
| name = EMP launcher
 
| image = EMPLauncher.png
 
| image = EMPLauncher.png
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| type = Equipment
 
| type = Equipment
 
| type2 = Weapons
 
| type2 = Weapons
| tech level = Industrial
 
 
| class = Industrial
 
| class = Industrial
 
| damage = 50
 
| damage = 50
 
| damage type = EMP
 
| damage type = EMP
| armorPenetration = 0
 
 
| range = 23.9
 
| range = 23.9
 
| burst = 1
 
| burst = 1
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| skill 1 level = 4
| has quality = True
 
 
| weaponTags = Gun, GrenadeEMP
 
| weaponTags = Gun, GrenadeEMP
| tradeTags = WeaponRanged
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}}{{info|The '''EMP launcher''' is a ranged [[weapon]] that fires EMP bolts that explode on impact, creating a small [[EMP]] pulse that downs shields, and stuns [[mechanoid]]s, [[mortar]]s and [[turret]]s.}}
}}
 
{{Info|The '''EMP launcher''' is a ranged [[weapon]] that fires EMP bolts that explode on impact, creating a small [[EMP]] pulse that downs shields, and stuns [[mechanoid]]s, [[mortar]]s and [[turret]]s.}}
 
  
 
== Acquisition ==
 
== Acquisition ==
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== Summary ==
 
== Summary ==
{{For|a full exploration of the effects of EMP damage|EMP}}
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{{stub|section=1|reason=General, also see [[EMP grenades]] for EMP related summary}}
  
EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle. For players, it is the 2nd slowest non-consumable weapon, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]]. It also has a forced miss radius, meaning colonist health or shooting skill doesn't matter, and [[careful shooter]] is purely a detriment.
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== Analysis  ==
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While [[EMP]] is always useful in taking care of [[mechanoids]], the launcher is generally less useful than its [[EMP grenades|grenade]] counterpart. The problem is the smaller blast radius than the grenade. This has the obvious effect of hitting fewer targets, but also because the blast radius is now smaller than the miss radius, it cannot reliably hit a specific tile or target. This makes it much less reliable and effective. Additionally, the launcher has a longer cool-down and warm-up time but only stuns targets for the same length of time.
  
EMP damage does not deal physical damage. Instead, it stuns [[turret]]s, [[mechanoid]]s, and [[mortar]]s; more damage means a longer stun time. A normal [[quality]] EMP launcher deals 50 EMP damage, for a stun of 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and the duration is not extended by stunning an already adapted mechanoid. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain stomach implants.
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The EMP launchers primary advantage over EMP grenades, namely range, does little to improve its prospects. It is outranged by all ranged mechanoids and against [[Shield belt|shielded]] and [[Brain shock|brain shockable]] enemies the decreased blast radius and rate of fire reduces the chance to hit far more than the increased range and projectile velocity increase it. The only possible use for the EMP launcher is to shut off low shield at a safe distance, like stunning a mech cluster's shield to let your triple rocket pass through.Or shutting off sapper's low shield without needing to go near them
 
 
Launchers are fired like any other ranged weapon, so won't fire over walls. A circular zone will generate to indicate line of fire, then another 3x3 indicator with a circular center will become the aiming spot. Unless a wall is in the way, the blast will be within 1 tile of the intended target.
 
 
 
Unlike [[EMP grenades]], the launcher has [[quality]], which affects stun time and range.
 
 
 
== Analysis  ==
 
EMP weapons in general are always useful for taking out [[mechanoid]]s and other defense structures. The small blast radius is a detriment; because it's smaller than the miss radius, it cannot reliably hit a specific tile or target. The launcher also has a very large warmup/cooldown, making it less useful on mobile targets like [[scyther]]s.
 
  
=== Comparison to EMP grenades ===
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===Comparison to EMP grenades===
 
{{See also|EMP grenades}}
 
{{See also|EMP grenades}}
 
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.  
  
The increased range seems like a major benefit, but is less practical than it seems. Most mechanoids (''all'' mechanoids without the [[Biotech DLC]]{{BiotechIcon}}) will outrange the launcher. Range may be useful depending on the terrain and cover layout, and also helps when shutting down [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}.
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While both have the same miss radius, the launcher has a significantly smaller blast radius. This means that when the projectile goes wild it may not hit the targetted tile at all. Conversely, the grenades will always overlap the target tile with their larger blast radius. This makes the launcher significantly less reliable. When combined with its {{#expr: (100*({{Q|EMP launcher|Ranged Cooldown Base}}+ {{Q|EMP launcher|Aiming Time Base}})/({{Q|EMP grenades|Ranged Cooldown Base}}+ {{Q|EMP grenades|Aiming Time Base}}))-100}}% slower rate of fire this means that, despite the longer range, using the grenades is almost always the better choice. Note that range can still be beneficial, such as when shutting down [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}.
 
 
Meanwhile, EMP grenades are fired much faster, giving combat flexibility and making it easier to aim at mobile targets. The larger blast radius means that they can hit more targets, and are simply more accurate, able to always hit a specific tile.
 
  
Unlike grenades, launchers are affected by [[quality]]; Masterwork and Legendary launchers 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.
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This equation changes when at very high qualities however. Unlike the grenades, the launcher is affected by quality. As damage is affected by certain qualities and stun duration is affected by the amount of [[EMP]] damage done, this means that awful quality launchers will stun targets for a shorter duration, but also means that masterwork and legendary launchers will stun for longer. The legendary launcher is particularly interesting because, while stun time increases with damage, adaptation time stays the same, and the legendary launcher stuns for long enough that the adaptation will end before the stun does. This means that it is technically possible to keep mechanoids 100% stun locked with perfect timing. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, but a team of pawns with legendary launchers can keep a mechanoid stun locked to the point where they cannot finish the warmup on their attacks, which is effective the same. When done in a 1 wide tunnel, this becomes even more reliable. Thus, while launchers of excellent quality of lower are inferior to grenades unless the range is strictly needed, the longer stun durations of higher quality launchers make them useful more generally.
 
 
Overall, excellent or lower EMP launchers see a lot less practical use than EMP grenades, relegated to tasks where range is very helpful (against certain Biotech mechanoids, when there's cover, or fighting against low-shield packs). Even legendary launchers are niche, due to the decreased blast radius.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
! 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)}} }}   || {{%| (30*45) / ((30*45)+(2200-(30*45))) round 4}}
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| 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)}} }}   || {{%| (30*50) / ((30*50)+(2200-(30*50))) round 4}}
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| 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)}} }} || {{%| (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 4}}
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| 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}}%
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|-
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| 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%
 
 
|}
 
|}
  
{{Weapon Stats Table}}
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{{Weapon Quality Table}}
  
== Version history ==
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==Version history==
 
* [[Version/1.1.0|1.1.0]] - Added
 
* [[Version/1.1.0|1.1.0]] - Added
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.
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[[Kind::Weapons| ]]
 
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{{nav|weapon|wide}}
{{Nav|weapon|wide}}
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[[Category:Weapons]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]
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[[Category:Equipment]]
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]
 

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