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| 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
 
 
}}
 
}}
 
{{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.}}
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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.
 
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.
  
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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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 further EMPs won't extend adaptation. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomitting on those with certain stomach implants.
  
 
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.
 
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.
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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.
  
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.
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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 decreases blast radius.
  
 
{| 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)}} }}   || {{%| (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}}%
 +
|-
 +
| 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 ==
 
== 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.
 
  
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]

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