Editing Heavy bandolier
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 13: | Line 13: | ||
| research = Complex clothing | | research = Complex clothing | ||
| work to make = 3500 | | work to make = 3500 | ||
− | |||
| resource 1 = Stuff | | resource 1 = Stuff | ||
| resource 1 amount = 75 | | resource 1 amount = 75 | ||
Line 24: | Line 23: | ||
| insulationcoldfactor = 0.1 | | insulationcoldfactor = 0.1 | ||
| insulationheatfactor = 0.1 | | insulationheatfactor = 0.1 | ||
− | |||
− | |||
| coverage = Torso | | coverage = Torso | ||
| layer = Outer | | layer = Outer | ||
− | |||
| thingCategories = ApparelMisc | | thingCategories = ApparelMisc | ||
| tags = Apparel_Yttakin | | tags = Apparel_Yttakin | ||
Line 38: | Line 34: | ||
== Acquisition == | == Acquisition == | ||
− | {{ | + | 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. | + | 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 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. |
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. | 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. | ||
Line 74: | Line 70: | ||
Bandoliers can be worn over [[flak vest]]s, meaning a colonist doesn't have to be completely unprotected while wearing one. | Bandoliers can be worn over [[flak vest]]s, meaning a colonist doesn't have to be completely unprotected while wearing one. | ||
− | {{Apparel | + | {{Apparel Quality Table}} |
== Version history == | == Version history == | ||
Line 80: | Line 76: | ||
* [[Version/1.4.3525|1.4.3525]] - Fix: Bandolier has incorrect unfinished thing. | * [[Version/1.4.3525|1.4.3525]] - Fix: Bandolier has incorrect unfinished thing. | ||
− | {{ | + | {{nav|clothing|wide}} |
[[Category:Clothing]] | [[Category:Clothing]] |