Difference between revisions of "Flak pants"

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Overall, flak pants can provide useful protection in the early- to mid- game. Low resource costs, accessible research, and the ability to be worn with a [[duster]] all give it merit. While not ''vital'', permanent leg damage can severely impair colonists before [[bionic leg]]s are available. The penalty of -0.12 c/s to movement speed can make it less valuable for day to day life on pawns that need to walk around often (e.g. Growers).  
 
Overall, flak pants can provide useful protection in the early- to mid- game. Low resource costs, accessible research, and the ability to be worn with a [[duster]] all give it merit. While not ''vital'', permanent leg damage can severely impair colonists before [[bionic leg]]s are available. The penalty of -0.12 c/s to movement speed can make it less valuable for day to day life on pawns that need to walk around often (e.g. Growers).  
  
Unlike [[flak jacket]]s, they are not made totally obsolete by [[devilstrand]]. Regular [[pants]] only have parity with rare, late-game materials in [[hyperweave]] and [[thrumbofur]]. Additionally, devilstrand pants offer a significant amount of Heat armor, equal to a 45% reduction in damage from fire even at Normal [[quality]].
+
Unlike [[flak jacket]]s, they are not made totally obsolete by [[devilstrand]]. Regular [[pants]] only equal flak pants with rare, late-game materials in [[hyperweave]] and [[thrumbofur]]. However, devilstrand pants offer a significant amount of Heat armor, equal to a 45% reduction in damage from fire even at Normal [[quality]].
  
 
Note that flak pants are unable to be worn with [[plate armor]] or any form of [[power armor]]. The exact protection of the legs offered by flak pants vs pants of varying materials and power armor is reliant on the interactions between [[Armor#Armor Rating|Armor Rating calculations]] and is currently unclear, though devilstrand pants and any power armor provides superior protection.
 
Note that flak pants are unable to be worn with [[plate armor]] or any form of [[power armor]]. The exact protection of the legs offered by flak pants vs pants of varying materials and power armor is reliant on the interactions between [[Armor#Armor Rating|Armor Rating calculations]] and is currently unclear, though devilstrand pants and any power armor provides superior protection.

Revision as of 08:08, 19 December 2022

Flak pants

Flak pants

A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.

Base Stats

Type
GearArmor
Tech Level
Medieval
Market Value
225 Silver
Mass
4 kg
HP
140

Apparel

Insulation - Cold
3.5 °C (6.3 °F)
Insulation - Heat
°C (1.8 °F)
Armor - Sharp
40%
Armor - Blunt
8%
Armor - Heat
10%
Coverage
Left Leg, Right Leg
Layer
Skin, Middle

Creation

Crafted At
Machining table
Required Research
Flak armor
Skill Required
Crafting 4
Work To Make
9,000 ticks (2.5 mins)
Resources to make
Steel 60 + Cloth 30 + Component 1
Technical
thingCategories
ApparelArmor
defaultOutfitTags
Soldier
tags
IndustrialMilitaryBasic


Flak pants is a piece of protective apparel. It provides protection to the legs at the cost a -0.12 c/s penalty to movement speed.

Acquisition

Flak pants can be crafted at a Machining table once the Flak armor research project has been completed. They require Steel 60 Steel, Cloth 30 Cloth, Component 1 Component, 9,000 ticks (2.5 mins) of work, and a Crafting skill of 4.

Flak pants can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers. Content added by the Royalty DLC

Analysis

Flak pants cost the same resources as a flak vest to create. The vest protects vital organs like the torso, neck, and heart, while legs can be replaced. Therefore, creating flak vests and/or flak jackets for important colonists should be a greater priority.

Overall, flak pants can provide useful protection in the early- to mid- game. Low resource costs, accessible research, and the ability to be worn with a duster all give it merit. While not vital, permanent leg damage can severely impair colonists before bionic legs are available. The penalty of -0.12 c/s to movement speed can make it less valuable for day to day life on pawns that need to walk around often (e.g. Growers).

Unlike flak jackets, they are not made totally obsolete by devilstrand. Regular pants only equal flak pants with rare, late-game materials in hyperweave and thrumbofur. However, devilstrand pants offer a significant amount of Heat armor, equal to a 45% reduction in damage from fire even at Normal quality.

Note that flak pants are unable to be worn with plate armor or any form of power armor. The exact protection of the legs offered by flak pants vs pants of varying materials and power armor is reliant on the interactions between Armor Rating calculations and is currently unclear, though devilstrand pants and any power armor provides superior protection.

Stats table

  • Flak pants Flak pants Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Awful 24% 4.8% 6% 140 -2.8 °C (-5 °F) +0.8 °C (1.4 °F) 113 Silver
    Poor 32% 6.4% 8% 140 -3.15 °C (-5.7 °F) +0.9 °C (1.6 °F) 169 Silver
    Normal 40% 8% 10% 140 -3.5 °C (-6.3 °F) +1 °C (1.8 °F) 225 Silver
    Good 46% 9.2% 11.5% 140 -3.85 °C (-6.9 °F) +1.1 °C (2 °F) 280 Silver
    Excellent 52% 10.4% 13% 140 -4.2 °C (-7.6 °F) +1.2 °C (2.2 °F) 335 Silver
    Masterwork 58% 11.6% 14.5% 140 -5.25 °C (-9.5 °F) +1.5 °C (2.7 °F) 560 Silver
    Legendary 72% 14.4% 18% 140 -6.3 °C (-11.3 °F) +1.8 °C (3.2 °F) 1125 Silver

    For the full effects of qualities, see Quality.

  • Protection Charts

    Sharp Armor Blunt Armor

    Version history