Editing Heavy bandolier

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{{Biotech}}
 
{{Biotech}}
{{Infobox main
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{{Stub}}
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{{infobox main
 
| name = Heavy bandolier
 
| name = Heavy bandolier
 
| image = HeavyBandolier.png
 
| image = HeavyBandolier.png
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| research = Complex clothing
 
| research = Complex clothing
 
| work to make = 3500
 
| work to make = 3500
| work speed stat = General Labor Speed
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 75
 
| resource 1 amount = 75
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| insulationcoldfactor = 0.1
 
| insulationcoldfactor = 0.1
 
| insulationheatfactor = 0.1
 
| insulationheatfactor = 0.1
| lifestage = Adult
 
| clothing for nudity = False
 
 
| coverage = Torso
 
| coverage = Torso
 
| layer = Outer
 
| layer = Outer
| has quality = true
 
 
| thingCategories = ApparelMisc
 
| thingCategories = ApparelMisc
 
| tags = Apparel_Yttakin
 
| tags = Apparel_Yttakin
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== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Heavy bandoliers can be crafted at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
 
== Summary ==
 
== Summary ==
Offsets the [[Ranged Cooldown Multiplier]] of the wearer by {{---|20%}}, meaning that weapons cooldown in 80% of the time they otherwise would.<!-- I know its phrased weirdly but its a negative value that is added to a multiplier, confusing but important for Order of Operations. Keep this in mind when rewording - Harakoni --> This reduction is not affected by [[quality]], though the usual apparel stats are affected as normal.
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Offsets the ranged cooldown factor of the wearer by {{---|20%}}, meaning that weapons cooldown at 80% of the rate they otherwise would. <!-- I know its phrased weirdly but its a a negative value that is added to a multiplier, confusing but important for Order of Operations. Keep this in mind when rewording - Harakoni -->  
  
The exact {{DPS}} gain depends on the weapon. Each weapon has an Aiming Time, Burst Time, and Cooldown Time. The heavy bandolier reduces cooldown only. Therefore, the longer a weapon's cooldown is relative to its aiming and burst time, the greater impact the bandolier has. For the same reason, reducing the pawn's [[Aiming Time]], such as with [[trigger-happy]] or [[shooting specialist]]{{IdeologyIcon}}, gives the bandolier a proportionally greater effect.
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Does not count as clothing for nudity.  
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
{| {{STDT|sortable c_06 text-center mw-collapsible mw-collapsed}} id="mw-customcollapsible-weapons"
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{| {{STDT|sortable c_06 text-center}}
! colspan="2" | Weapon [<span style="color:#0645ad;" class="mw-collapsible mw-customtoggle-weapons" id="mw-customcollapsible-weapons">Expand</span><span style="color:#0645ad;" class="mw-collapsible mw-collapsed mw-customtoggle-weapons" id="mw-customcollapsible-weapons">Collapse</span>]
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|-
! DPS<br/>(100% Ranged Cooldown Time)
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! colspan="2" | Weapon !! DPS<br>(100% Ranged Cooldown Time) !! DPS<br>(80% Ranged Cooldown Time)
! DPS<br/>(80% Ranged Cooldown Time)
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{{#ask: [[Aiming Time Base::+]] [[Category:Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Thump cannon]] [[Name::!Autocannon]] [[Name::!Light charge blaster]] [[Name::!Mini-turret gun]] [[Mode::!Single-Use]]
{{#ask: [[Aiming Time Base::+]] [[Category:Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Light charge blaster]] [[Name::!Mini-turret gun]] [[Mode::!Single-Use]]
 
 
  | named args=yes
 
  | named args=yes
 
  | ?Name=?Name
 
  | ?Name=?Name
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}}
 
}}
 
|}
 
|}
</li></div>
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</li><div>
{{Apparel Nudity Note}}
 
  
 
== Analysis ==
 
== Analysis ==
Before you have access to protective textiles, heavy bandoliers can be useful for any colonist, including non-nudists. While a [[duster]] made out of [[cloth]] is unlikely to actually protect from bullets, a cloth heavy bandolier will at least make your colonist shoot faster. Keep in mind that bandoliers provide little insulation. If it's too hot or cold, you may want a duster or parka for daily use, even if all you have is cloth.
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{{Apparel Material Table}}
By the time you have access to [[devilstrand]] dusters, [[flak jacket]]s, or equivalent, the argument for heavy bandoliers starts to wane. Damage causes [[pain]], which lowers pawn efficiency. Bandoliers can definitely be useful in situations where pawns don't get hit. It works well for [[kiting]]. In a [[killbox]], damage is often the main limiting factor. Even then, you'll often want to use a more protective piece of gear for your "essential" pawns, since there's always a chance of ''something'' going wrong.
 
 
 
The protection and insulation offered by the bandolier is almost negligible outside of high qualities and high tier materials. But the effect on cooldown is not affected by material or quality. As such, if only the {{DPS}} buff is required, the worst quality and cheapest material can be used to [[wealth management|minimize wealth]] and cost while still being fully functional.
 
 
 
Bandoliers can be worn over [[flak vest]]s, meaning a colonist doesn't have to be completely unprotected while wearing one.
 
 
 
{{Apparel Stats Table}}
 
  
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3525|1.4.3525]] - Fix: Bandolier has incorrect unfinished thing.
 
  
{{Nav|clothing|wide}}
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{{nav|clothing|wide}}
[[Category:Clothing]]
 

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