Editing Psychic insanity lance
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 24: | Line 24: | ||
==Summary== | ==Summary== | ||
− | When equipped, a psychic insanity lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. | + | When equipped, a psychic insanity lance is worn in the waist [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. Pawns with 0% [[psychic sensitivity]], such as those with the [[Traits#Psychically deaf|Psychically deaf]] trait, cannot be targeted by the lance however sensitivity does not otherwise affect the effect. |
− | After a 0.5s warm-up, the target will instantaneously go [[berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings. | + | After a 0.5s warm-up, the target will instantaneously go [[Mental break#Berserk|berserk]] - this berserk state is essentially identical to the mental break with the same minimum recovery time of {{ticks|40000}} and the same end condition of unconsciousness. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings. |
− | + | The lance cannot be recharged - when both charges are expended the item disappears completely and no resources be salvaged from it. | |
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points. | If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by 200 points. | ||
− | |||
− | |||
== Analysis == | == Analysis == | ||
− | As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as [[go-juice]], the [[Tough]] trait, [[power armor]], or a [[shield belt]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo | + | As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for making pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders annihilate their companions. For best value, use it on enemies with durability enhancements such as [[go-juice]], the [[Traits#Tough|Tough]] trait, [[power armor]], or a [[shield belt]]. It is also useful for causing raiders to clump up to target the berserked pawn, allowing a more effective use of doomsday rockets in an expensive but effective 1-2 combo. |
− | |||
− | |||
− | + | It can also exceptionally useful when used on [[centipede]] gunners and blasters - not only does it distract the mechanoids around it, it will continue to attack its compatriots until it or the others are dead. Depending on the composition of the mechanoid forces, this can result in anything just the target dying to the destruction of all but one mechanoid. As all mechanoids are immune to fire, [[centipede burner]]s won't deal damage (but still remains a distraction). | |
== Version history == | == Version history == | ||
* [[Version/0.12.906|0.12.906]] - Added | * [[Version/0.12.906|0.12.906]] - Added | ||
− | * [[Version/1.2.2719|1.2.2719]] - | + | * [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls. |
− | |||
[[Category:Artifact]] | [[Category:Artifact]] | ||
{{nav|utility|wide}} | {{nav|utility|wide}} | ||
[[Category:Utility]] | [[Category:Utility]] |