Difference between revisions of "Smokepop pack"

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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.
 
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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{{Utility Note}}
  
 
=== Quality Table ===
 
=== Quality Table ===

Revision as of 23:33, 22 February 2023

Smokepop pack

Smokepop pack

A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.

Base Stats

Type
GearUtility
Tech Level
Industrial
Market Value
166 Silver
Mass
3 kg
HP
100

Apparel

Coverage
Waist
Layer
Belt

Creation

Crafted At
Machining table
Required Research
Smokepop packs
Skill Required
Crafting 3
Work To Make
1,200 ticks (20 secs)
Resources to make
Steel 20 + Component 1 + Chemfuel 40
Technical
thingCategories
ApparelUtility
tags
BeltDefensePop


The smokepop pack is a reusable utility item that releases a cloud of smoke on command, reducing ranged accuracy.

Acquisition

Smokepop packs can be crafted at a Machining table once the Smokepop packs research project has been completed. Each requires Steel 20 Steel, Component 1 Component, Chemfuel 40 Chemfuel and 1,200 ticks (20 secs) of work.

They can also be purchased from traders or found on raiders.

Summary

A smokepop pack is worn at the waist and can be manually activated to create smoke around its user. The smoke reduces hit chance by 70% for any projectile that paths through it. It does not affect melee hit or dodge chances. The smoke also prevents turrets 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 Chemfuel 10 chemfuel. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left, as compared to the jump packContent added by the Royalty DLC, 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.

Like all utility items, a smokepop pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.

Quality Table

On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Explosion radius (tiles) 4.1 4.5 4.9 5.3 5.7 6.4 7.4
    Market Value 83 Silver 125 Silver 166 Silver 205 Silver 250 Silver 415 Silver 830 Silver

    Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.

  • Analysis

    Smokepop packs are fast to research and cheap to craft, especially if you already have boomalopes or Biofuel Refining. The chemfuel cost isn't too expensive, and even in the extreme biomes, a hydroponics room should give plenty of extra supplies.

    Smoke is very useful against turrets, such as in a mechanoid clusterContent added by the Royalty DLC - 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 armorContent added by the Royalty DLC or the skip psycastContent added by the Royalty DLC 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 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 launchers: 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 210 ticks (3.5 secs) to aim and fire, even more time for the shot to actually land, and 420 ticks (7 secs) 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 clusters,Content added by the Royalty DLC 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

    • 0.17.1546 - Added as the smokepop belt.
    • 1.2.2719 - Renamed to the smokepop pack from smokepop belt, now has 3 charges, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile.
    • 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
    • 1.4.3523 - Texture replaced.