Editing EMP launcher
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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 | + | 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 |
− | Meanwhile, EMP grenades are fired | + | launchers are still outranged by all ranged mechanoids, meaning your pawns won't be much safer. , but is nearly useless out in a "neutral" scenario against mechanoids. The range can be useful when shutting down [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}. |
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+ | Meanwhile, EMP grenades are fired 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. | 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. |