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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 {{ | + | 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. |
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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! 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 | + | | 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 || {{ | + | | 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 || {{ | + | | 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% | ||
|- | |- | ||
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|} | |} | ||
− | {{Weapon | + | {{Weapon Quality Table}} |
== Version history == | == Version history == |