Difference between revisions of "EMP launcher"

From RimWorld Wiki
Jump to navigation Jump to search
Line 56: Line 56:
  
 
== Summary ==
 
== Summary ==
{{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, tied with the [[smoke launcher|other]] [[incendiary launcher|launchers]] and only faster than the [[pila]], in terms of non-consumable player weapons. 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 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.
 +
 
 +
Launchers are fired like any other ranged weapon, and so can't be thrown over walls. A circular zone will generate to indicate range, 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  ==
 
== Analysis  ==
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 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.
 
 
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
 
  
 
===Comparison to EMP grenades===
 
===Comparison to EMP grenades===
Line 67: Line 71:
 
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.  
  
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}}.
+
While the increased range seems like a major benefit, launchers are still outranged by all ranged mechanoids, meaning your pawns won't be much safer. Range may be useful depending on the terrain and cover layout, 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}}.
 +
 
 +
Meanwhile, EMP grenades are fired faster, meaning mobile targets are easier to hit. The larger blast radius means that they can hit more targets, and are just more accurate, able to always hit a specific tile.
 +
 
 +
This equation changes when considering very high launcher [[quality|qualities]]. Unlike the grenades, the launcher is affected by quality, which in turn increases range. Masterwork and Legendary launchers also see an increase in damage (i.e. stun duration). Legendary launchers in particular 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.
  
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 (when there's cover, or fighting against low-shield packs).
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 08:11, 6 October 2022

EMP launcher

EMP launcher

A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
505 Silver
Mass
3.4 kg

Ranged Combat

Mode
Single-Shot
Damage
50 dmg (EMP)
Warm-Up
210 ticks (3.5 secs)
Cooldown
210 ticks (3.5 secs)
Range
23.9 tile(s)
Velocity
40 (m/s)
Burst Count
1 (per burst)
Miss Radius
1.9 tile(s)
Blast Radius
1.1
DPS
7.14

Melee Combat

Melee Attack 1
Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Microelectronics
Skill Required
Crafting 4
Work To Make
30,000 ticks (8.33 mins)
Resources to make
Steel 75 + Component 8
Technical
weaponTags
Gun, GrenadeEMP


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 mechanoids, mortars and turrets.

Acquisition

EMP launchers can be crafted at a Machining table once the Microelectronics research project has been completed. They require Steel 75 Steel, Component 8 Components, 30,000 ticks (8.33 mins) of work, and a Crafting skill of 4.

EMP launchers can also be purchased from orbital pirate merchants and orbital combat suppliers or outlander faction bases.

Summary

EMP launchers have a decent range of 23.9, but a very long warmup/coolown cycle, tied with the other launchers and only faster than the pila, in terms of non-consumable player weapons. 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 turrets, mechanoids, and mortars; 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 2,200 ticks (36.67 secs). Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid. EMP also disables shield belts and causes Brain shock on humanoids with brain implants.

Launchers are fired like any other ranged weapon, and so can't be thrown over walls. A circular zone will generate to indicate range, 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 mechanoids 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 scythers.

Comparison to EMP grenades

The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality.

While the increased range seems like a major benefit, launchers are still outranged by all ranged mechanoids, meaning your pawns won't be much safer. Range may be useful depending on the terrain and cover layout, but is nearly useless out in a "neutral" scenario against mechanoids. The range can be useful when shutting down low shield packsContent added by the Royalty DLC or mechanoid shieldsContent added by the Royalty DLC.

Meanwhile, EMP grenades are fired faster, meaning mobile targets are easier to hit. The larger blast radius means that they can hit more targets, and are just more accurate, able to always hit a specific tile.

This equation changes when considering very high launcher qualities. Unlike the grenades, the launcher is affected by quality, which in turn increases range. Masterwork and Legendary launchers also see an increase in damage (i.e. stun duration). Legendary launchers in particular 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 (when there's cover, or fighting against low-shield packs).

Source Damage Stun Duration Post-Stun Adaption Duration Ideal Stun Uptime
Awful EMP launcher 45 1,350 ticks (22.5 secs) 850 ticks (14.17 secs) 61.36%
EMP Grenades, Poor/Norm/Good/Exc EMP launcher 50 1,500 ticks (25 secs) 700 ticks (11.67 secs) 68.18%
Masterwork EMP launcher 62.5 1,875 ticks (31.25 secs) 325 ticks (5.42 secs) 85.23%
Legendary EMP launcher 75 2,250 ticks (37.5 secs) ticks (0 secs) (-50 ticks (-0.83 secs)) 100%

Attack table

Ranged

  • EMP launcher EMP launcher DPS
    (Optimal)
    Market
    value
    Quality Dam. AP
    Awful 45 0% 6.43 250 Silver
    Poor 50 0% 7.14 380 Silver
    Normal 50 0% 7.14 505 Silver
    Good 50 0% 7.14 630 Silver
    Excellent 50 0% 7.14 755 Silver
    Masterwork 62.5 0% 8.93 1260 Silver
    Legendary 75 0% 10.71 2525 Silver

    For the full effects of qualities, see Quality.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • EMP launcher EMP launcher Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & rigth fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 250 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 380 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 505 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 630 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 755 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 1260 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 2525 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history