Difference between revisions of "Mech low-shield"

From RimWorld Wiki
Jump to navigation Jump to search
 
(8 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Royalty}}{{Stub}}{{Image wanted|reason=Radius and safe tiles. See [[:File:Low shield pack radius.jpg]] and [[:File:Skip shield radius.jpg]]}}{{infobox main|building|
+
{{Royalty}}
|name = Mech low-shield
+
{{Image wanted|reason=Radius and safe tiles. See [[:File:Low shield pack radius.jpg]] and [[:File:Skip shield radius.jpg]]}}
|image = ShieldGeneratorBullet.png
+
{{Infobox main|building
|description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.
+
| name = Mech low-shield
|type = Building
+
| image = ShieldGeneratorBullet.png
|type2 = Mechanoid cluster
+
| description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.
|placeable = false
+
| type = Building
|path cost = 50
+
| type2 = Mechanoid cluster
|passability = pass through only
+
| placeable = false
|blockswind = true
+
| path cost = 50
|cover = 1
+
| passability = pass through only
|size = 1 ˣ 1
+
| blockswind = true
|flammability = 0
+
| cover = 1
|hp = 200
+
| size = 1 ˣ 1
|beauty = -20
+
| flammability = 0
|deconstruct yield = {{Icon small|Plasteel}} 7 + {{Icon small|Shield core}} 1
+
| hp = 200
|destroyyield = {{Icon small|Plasteel}} 7
+
| beauty = -20
|page verified for version = 1.3.3117
+
| deconstruct yield = {{Icon Small|Plasteel}} 7 + {{Icon Small|Shield core}} 1
 +
| destroyyield = {{Icon Small|Plasteel}} 7
 +
| page verified for version = 1.3.3117
 
}}
 
}}
 
'''Mech low-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.
 
'''Mech low-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.
  
==Acquisition==
+
== Acquisition ==
{{Stub|section=1|}}
+
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.
  
==Summary==
+
== Summary ==
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Charge mechanics}}
+
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}
EMPing a mech low-shield will not wake up a dormant mech cluster.
+
Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that tops all incoming ground-level fire from passing into the bubble, but does not prevent pawns or turrets inside from firing out. Note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Titles#Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary. The mech low-shield will not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.  
  
Static shields will be temporarily disabled when either the shield stops an EMP projectile or when EMP damage is down the emitter itself.
+
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.
  
Will be disabled for {{ticks|1080}} when hit with an EMP.  
+
Mech low-shields have a 10 day charge cycle. Every 10 days, the shield will be disabled for 24 hours to recharge. Low-shields can also be disabled with EMP. EMPing a mech Low-shield  will not wake up a dormant mech cluster. However, disabling a low-shield with an [[EMP shell]] requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.
 +
 
 +
Low shields will be temporarily disabled for {{ticks|1080}} when either the shield stops an EMP projectile, or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. Low shields will be disabled when intercepting an EMP grenade or EMP launcher projectile that crosses the shield boundary. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. Hitting the shield emitter with an EMP from any source will also disable the shield.
  
 
Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.
 
Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.
  
==Analysis==
+
== Analysis ==
{{Stub|section=1|}}
+
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions}}
 +
=== Countering ===
 +
Low shields can be countered fairly easily by throwing [[EMP grenades]] or firing an [[EMP launcher]] at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for {{ticks|1080}}. Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.
 +
 
 +
Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.
 +
 
 +
=== Exploiting ===
 +
{{Stub|section=1|reason=Research needed: can they be used to intercept projectiles from hostile raiders if the shield is kept online?}}
 +
 
 +
Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:
  
==Trivia==
+
== Trivia ==
 
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
 
Like all mech cluster buildings, they not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.
  
Line 48: Line 61:
 
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect in size and duration, but tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] only.
 
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect in size and duration, but tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Titles#Permits|aerodrone strikes]] only.
  
{{nav|mechanoid}}
+
{{nav|mechanoid|wide}}
 +
[[Category:Mechanoid Cluster]]

Latest revision as of 05:05, 7 January 2024

Mech low-shield

Mech low-shield

A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.

Base Stats

Type
BuildingMechanoid cluster
Beauty
-20
HP
200
Flammability
0%
Path Cost
50 (21%)

Building

Size
1 × 1
Placeable
False
Passability
pass through only
Cover Effectiveness
75%
Blocks Wind
True

Creation

Deconstruct yield
Plasteel 7 + Shield core 1
Destroy yield
Plasteel 7

Mech low-shields are Mechanoid cluster buildings added by the Royalty DLC. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an EMP, it is disabled for 1,080 ticks (18 secs). Every 10 days, it goes down to charge for 1 day. When deconstructed, they are a valuable source of shield cores needed to create low-shield packs.

Acquisition[edit]

Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated.

Summary[edit]

Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that tops all incoming ground-level fire from passing into the bubble, but does not prevent pawns or turrets inside from firing out. Note that this only applies to ground-level fire, i.e. fire from ranged weapons carried by all types of pawn and turrets, including grenades that cross the boundary of the shield. Fire from mortars, orbital bombardment, or aerodrone strikes or salvos will not be blocked by the shield, nor will explosions crossing the boundary. The mech low-shield will not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius.

Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.

Mech low-shields have a 10 day charge cycle. Every 10 days, the shield will be disabled for 24 hours to recharge. Low-shields can also be disabled with EMP. EMPing a mech Low-shield will not wake up a dormant mech cluster. However, disabling a low-shield with an EMP shell requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.

Low shields will be temporarily disabled for 1,080 ticks (18 secs) when either the shield stops an EMP projectile, or when EMP damage from any source is dealt to the emitter itself. Projectiles that the shield type does not stop will not have any effect when crossing the shield - the projectile must be intercepted by the shield to disable it. Low shields will be disabled when intercepting an EMP grenade or EMP launcher projectile that crosses the shield boundary. The projectile will be destroyed in the process and will not be have any AoE effects even if it normally would. Hitting the shield emitter with an EMP from any source will also disable the shield.

Note that an EMP's area of effect overlapping with the projected shield will not disable it - a projectile must hit the shield or the EMP damage must be dealt to the structure itself.

Analysis[edit]

Countering[edit]

Low shields can be countered fairly easily by throwing EMP grenades or firing an EMP launcher at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for 1,080 ticks (18 secs). Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.

Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.

Exploiting[edit]

Doesn't work against mechanoids, it doesn't matter if they are from another mech cluster:

Trivia[edit]

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.

Version history[edit]

  • 1.1.2575 - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.
  • 1.2.2753 - Renamed from bullet shield to mech low-shield.

See also[edit]