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{{infobox main
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{{Stub}}{{infobox main
| name = Smokepop pack
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|name = Smokepop pack
| image = SmokepopPack.png
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|image = SmokepopBelt.png|Smokepop pack
| description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
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|description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
| type = Gear
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|type = Gear
| type2 = Utility
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|type2 = Utility
| tech level = Industrial
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|hp = 100
| hp = 100
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|marketvalue  = 166
| marketvalue  = 166
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|mass base = 3
| mass base = 3
 
 
| production facility 1 = Machining table
 
| production facility 1 = Machining table
| research = Smokepop packs
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|work to make = 1200
| work to make = 1200
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|resource 1 = Steel
| resource 1 = Steel
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|resource 1 amount = 20
| resource 1 amount = 20
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|resource 2 = Component
| resource 2 = Component
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|resource 2 amount = 1
| resource 2 amount = 1
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|resource 3 = Chemfuel
| resource 3 = Chemfuel
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|resource 3 amount = 40
| resource 3 amount = 40
 
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 3
 
| skill 1 level = 3
| lifestage = Adult
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|coverage = Waist
| clothing for nudity = False
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|layer = Belt
| coverage = Waist
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|thingCategories = ApparelUtility
| layer = Belt
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|tags = BeltDefensePop
| thingCategories = ApparelUtility
 
| tags = BeltDefensePop
 
| tradeTags = Clothing, Armor
 
 
}}
 
}}
The '''smokepop pack''' is a reusable [[utility]] item that releases a cloud of [[blind smoke]] on command, reducing ranged accuracy.
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The '''smokepop pack''' is a reusable defensive device that releases a cloud of [[smoke]] on command. It can be activated 3 times before needing to be reloaded for 10 [[chemfuel]]. Unlike the [[jump pack]], which uses 20 chemfuel per charge restored, reloading smokepop packs always costs 10 chemfuel even if there are charges left. Because of this, it is more efficient to spend all charges before reloading.
  
== Acquisition ==
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The smoke reduces hit chance by 70% for any projectile that paths through smoke. Shooters will still be affected by smoke even when neither them nor the targets are standing in it, if there is smoke in between. The smoke also prevents [[turret]]s from locking onto targets. It dissipates after around 30 seconds.
Smokepop packs can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
 
  
They can also be purchased from [[traders]] or found on [[raiders]].
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It does not affect melee hit or dodge chances.
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==Acquisition==
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The smokepop pack is crafted at the [[machining table]] by pawns with 3 crafting and above with 20 [[Steel]] + 1 [[Component]] + 40 [[Chemfuel]].
  
== Summary ==
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== Analysis==
A smokepop pack is worn at the waist and can be manually activated to create [[blind smoke]] around its user. The smoke multiplies the hit chance of any projectile that paths through it by {{Bad|x70%}}. It does not affect melee hit or dodge chances. The smoke also prevents [[turret]]s from locking onto and firing at targets. Smoke has an effect even if the shooter and/or the target are outside it, so long as there's smoke in between.  It dissipates after around 30 seconds.
 
  
The pack can be activated 3 times before needing to be reloaded for {{Icon Small|Chemfuel||10}} [[chemfuel]]. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left, as compared to the [[jump pack]]{{RoyaltyIcon}}, which uses 20 chemfuel per charge restored. Because of this, it is obviously more efficient, if less safe, to spend 2 or 3 charges before reloading.
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It is a useful item for melee-based tactics, with the smoke giving melee colonists the chance to move in, though you will want to equip most of your colonists with the [[shield belt]] instead, which gives more solid protection on top of the smoke. However, if your attack force is mostly or completely comprised of brawlers or trained animals, a smokescreen deployed in the middle of a fight can protect your pawns from numerous enemy gunners better. Shield belts can significantly reduce or eliminate damage from few incompetent shooters, but they become useless if quickly destroyed by concentrated fire or [[EMP grenades|EMP explosions]]. A smokescreen covering the whole crowd can potentially prevent more damage by making a lot of enemy shots miss and allowing your shields to recharge, especially if outnumbered by somewhat skilled shooters with high-damage weapons. A good offensive tactic - [[Defense_tactics#Animals|combat-trained animals]] will take the first hits and force some gunners into melee, a pawn will rush in with them and cover the area with smoke followed by shielded allies, and everyone can enjoy combined ranged protection of smoke and shields. This tactic can be very effective against tight groups of enemies with few or no brawlers of their own and can devastate [[Raider#Siege|sieges]], but it is only relevant if you rely heavily on melee fighters, as covering enemies with smoke also greatly reduces effectiveness of your own gunners. For obvious reasons, smokescreens are useless when [[Defense_tactics#Melee_blocking|defending]] against all-melee raids or manhunter packs and should be swapped for shields to protect against potential friendly fire. You can also use the enemy's own packs to your advantage.
  
{{Utility Note}}
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Smokepop packs can be used to neutralize turrets by placing a smokescreen in line of sight or directly on top of a turret, allowing other pawns to safely destroy it, hit it with EMP weapons, or handle other threats.
  
=== Quality Table ===
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Ranged colonists don't synergize well with smoke while attacking, as it reduces their accuracy as well. It should not be used offensively when many other friendly gunners are nearby; rather, it should be used to cover ranged colonists so they can move out of a position under relative safety.
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== Quality Table ==
 
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.
 
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.
 
<div><li style="display: inline-table;">  
 
<div><li style="display: inline-table;">  
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|- newline
 
|- newline
 
!Market Value
 
!Market Value
| {{Market Value Calculator|Smokepop pack||Awful}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }}{{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Poor}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }}{{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Normal}} {{icon Small|silver}}
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|{{#expr: {{Market Value|{{P|Market Value Base}}}} }}{{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Good}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}>{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Excellent}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}>{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}}{{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Masterwork}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}>{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}}{{icon|silver}}
| {{Market Value Calculator|Smokepop pack||Legendary}} {{icon Small|silver}}
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|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}>{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}}{{icon|silver}}
 
|}
 
|}
  
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</li><div>
 
</li><div>
  
== Analysis ==
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== Version History ==
Smokepop packs are fast to research and cheap to craft, especially if you already have [[boomalope]]s or [[Research#Biofuel Refining|Biofuel Refining]]. The [[chemfuel]] cost isn't too expensive, and even in the extreme [[biome]]s, a [[hydroponics]] room should give plenty of extra supplies.
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*1.2 - renamed to the smokepop pack from smokepop belt, now has 3 charges and can be triggered manually instead of automatically triggering when hit by a projectile.
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* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
  
Smoke is very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}} - smoke completely negates their ability to target and fire. Other pawns can then destroy it, hit it with EMP weapons, or handle other threats. However, turrets easily outrange your colonists, and 3 charges is not likely to be enough to approach in melee. You can have your pawns use walls and other obstructions to their advantage, use [[locust armor]]{{RoyaltyIcon}} or the skip [[psycast]]{{RoyaltyIcon}} to bring important pawns in (EMP, smoke, or just high firepower), bring multiple smoke packs, or simply take the hit. Turrets are less accurate from further away, meaning that you should save smoke charges until you get closer.
 
 
Against humanoid raiders, smoke is more useful if your pawns are largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[Raider#Siege|sieges]]. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop works after [[EMP]] attacks and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield.
 
 
As covering enemies with smoke also greatly reduces effectiveness of your own gunners, it isn't very effective if you can outrange the enemy, or if you're otherwise in a firefight. But even with a ranged group, you can use the cover of smoke to reposition your group in a safer manner, or to approach turrets.
 
 
=== Comparison to Smoke Launchers ===
 
Smokepop packs have two major advantages over [[smoke launcher]]s: they can be used with another weapon, and they deploy instantly. Meanwhile, smoke launchers have one of the slowest firing rates in the game, taking {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}}} to aim and fire, even more time for the shot to actually land, and {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}+{{Q|Smoke launcher|Ranged Cooldown Base}}}} to fully cycle from shot to shot. The instant smoke is very useful for repositioning, but it also requires the pawn being where you want the smoke to be.
 
 
Smoke launchers use the weapon slot, so will definitely bring one colonist out of raw combat. However, smoke is useful even if the colonist is bad at combat, and the utility slot is freed for further support items like a [[psychic insanity lance]]. Turrets, one of the stronger cases for smoke, are entirely stationary, so players can prepare and fire a launcher in advance. Against a largely turret-centric force, a single colonist losing their weapon isn't as important as the smoke itself. Launchers can also be used at range and have no cost or limit for firing. Against large [[mechanoid cluster]]s,{{RoyaltyIcon}} which can have a large number of turrets with a variety of different firing angles, a smokepop pack may simply not provide enough time to destroy all the turrets. 
 
 
In general, smokepop packs are much more flexible as they allow pawns to wield other weapons. Smoke launchers have the advantage of ammo and range, but their slow firing means that they are best against turret encampments and are fairly weak otherwise.
 
 
== Version history ==
 
* [[Version/0.17.1546|0.17.1546]] - Added as the '''smokepop belt'''.
 
* [[Version/1.2.2719|1.2.2719]] - Renamed to the '''smokepop pack''' from '''smokepop belt''', now has 3 charges instead of 1, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile.
 
* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop
 
* [[Version/1.4.3523|1.4.3523]] - Texture replaced.
 
<gallery>
 
SmokepopBelt.png|Pre-1.4.3523 Texture
 
</gallery>
 
 
{{nav|utility|wide}}
 
{{nav|utility|wide}}
 
[[Category:Utility]]
 
[[Category:Utility]]

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