Difference between revisions of "Flak jacket"
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== Analysis == | == Analysis == | ||
− | In general, you should prioritize getting [[flak vest]]s for your all relevant colonists, before making jackets. Vests are cheaper, provde ''much'' more armor, and cover everything the jacket does except for the arms - which can eventually be [[prosthetic arm|replaced]]. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be | + | In general, you should prioritize getting [[flak vest]]s for your all relevant colonists, before making jackets. Vests are cheaper, provde ''much'' more armor, and cover everything the jacket does except for the arms - which can eventually be [[prosthetic arm|replaced]]. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad. Just create the vests, first. |
− | Overall, flak jackets have low resource costs and accessible research. Combined with vests, they can provide useful protection in the early-mid game. | + | Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game. |
However, [[devilstrand]] [[duster]]s are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow sufficient amounts of the textile, making flak jackets obsolete. Other late-game materials, such as [[Hyperweave]] and [[Thrumbofur]], are rarer, but offer even more protection. | However, [[devilstrand]] [[duster]]s are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow sufficient amounts of the textile, making flak jackets obsolete. Other late-game materials, such as [[Hyperweave]] and [[Thrumbofur]], are rarer, but offer even more protection. |
Revision as of 21:42, 9 January 2023
Flak jacket
A tough fabric jacket 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
Apparel
- Insulation - Cold
- 14.4 °C (25.9 °F)
- Insulation - Heat
- 3 °C (5.4 °F)
- Armor - Sharp
- 40%
- Armor - Blunt
- 8%
- Armor - Heat
- 10%
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
- Layer
- Outer
Creation
- Required Research
- Flak armor
- Skill Required
- Crafting 4
- Work To Make
- 14,000 ticks (3.89 mins)
- thingCategories
- ApparelArmor
- defaultOutfitTags
- Soldier
- tags
- IndustrialAdvanced
The flak jacket is a piece of protective apparel. It provides protection to the torso and arms at the cost of a -0.12 c/s penalty to movement speed.
Acquisition
Flak jackets can be crafted at a Machining table once the Flak armor research project has been completed. They require 70 Steel, 50 Cloth, 1 Component, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 4.
Flak jackets can also be commonly found on Outlanders, Pirates, Ancients, and Imperial Troopers .
Analysis
In general, you should prioritize getting flak vests for your all relevant colonists, before making jackets. Vests are cheaper, provde much more armor, and cover everything the jacket does except for the arms - which can eventually be replaced. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad. Just create the vests, first.
Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game.
However, devilstrand dusters are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow sufficient amounts of the textile, making flak jackets obsolete. Other late-game materials, such as Hyperweave and Thrumbofur, are rarer, but offer even more protection.
Due to the speed and coverage detriments of flak jackets, even dusters of strong leathers, like rhinoceros leather may be preferable despite offering slightly less protection to the upper body.
Stats table
For the full effects of qualities, see Quality.
Styles
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Version history
- 1.0.0 - Added. Still using jacket art.