Difference between revisions of "Mechlord helmet"
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{{Biotech}} | {{Biotech}} | ||
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{{Infobox main | {{Infobox main | ||
| name = Mechlord helmet | | name = Mechlord helmet | ||
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| research = Ultra mechtech | | research = Ultra mechtech | ||
| work to make = 15750 | | work to make = 15750 | ||
+ | | work speed stat = General Labor Speed | ||
| resource 1 = Plasteel | | resource 1 = Plasteel | ||
| resource 1 amount = 120 | | resource 1 amount = 120 | ||
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| insulationcold = 4 | | insulationcold = 4 | ||
| insulationheat = 2 | | insulationheat = 2 | ||
− | | coverage = | + | | lifestage = Adult |
− | | layer = | + | | coverage = Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw |
+ | | layer = Headgear | ||
+ | | has quality = true | ||
| thingCategories = | | thingCategories = | ||
| tags = RoyalTier7, Mechlord | | tags = RoyalTier7, Mechlord | ||
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== Acquisition == | == Acquisition == | ||
− | + | {{Acquisition}} | |
== Summary == | == Summary == | ||
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== Analysis == | == Analysis == | ||
+ | {{Stub|section=1|reason=Caravans re bandnodes}} | ||
Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well. | Providing the same armor and coverage as a [[recon helmet]] and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for [[mechanitor]]s that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor ''and'' the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well. | ||
− | As it | + | As it deteriorates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one. |
+ | |||
+ | Comparison with a cataphract helmet and band nodes. 12 [[band node]]s and 4 [[chemfuel powered generator]]s will require 2,800 steel and 36 components. A cataphract helmet requires {{Required Resources|Cataphract helmet}}. These materials are much easier to obtain than nano structuring chips and extra advanced components required by the mechlord helmet. 12 band nodes also give fewer [[raid points]] than a mechlord's helmet. Also, a cataphract helmet gives more protection, and reduces the likelihood of losing a mechanitor due to an unlucky pilum to the head. | ||
+ | |||
+ | It is worth remembering that band nodes are vulnerable to solar flares. Since solar flares last less than one day, mechanoids do not run wild. But during a solar flare, colonies relying on combat mechanoids will be left without protection. | ||
{{Apparel Stats Table}} | {{Apparel Stats Table}} |
Latest revision as of 08:59, 24 June 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Mechlord helmet
A heavy plasteel-weave helmet packed with mechanitor-assistance gear. The mechlord helmet dramatically amplifies a mechanitor's bandwidth, but is somewhat less protective than dedicated heavy armor.
Base Stats
Apparel
- Insulation - Cold
- 4 °C (7.2 °F)
- Insulation - Heat
- 2 °C (3.6 °F)
- Armor - Sharp
- 92%
- Armor - Blunt
- 40%
- Armor - Heat
- 46%
- Lifestage
- Adult
- Coverage
- Head, Left eye, Right eye, Left ear, Right ear, Nose, Jaw
- Layer
- Headgear
Creation
- Required Research
- Ultra mechtech
- Skill Required
- Crafting 7
- Work To Make
- 15,750 ticks (4.38 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- True
- tags
- RoyalTier7, Mechlord
The mechlord helmet is a piece of apparel added by the Biotech DLC.
Acquisition[edit]
Mechlord helmets can be crafted at a fabrication bench once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires 120 Plasteel, 6 Advanced components, 2 Nano structuring chips, 15,750 ticks (4.38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 7.
Summary[edit]
Mechlord helmets have the same defensive stats as recon helmets. The helmet itself has 240 HP, which is 100% higher than regular recon armor.
It increases a mechanitor wearer's bandwidth by +12 while decreasing any wearer's Shooting Accuracy by −5 and Melee Hit Chance by −0.5. These stats are not impacted by quality.
The mechlord helmet and its associated armor meet the apparel requirements of all nobility.
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Caravans re bandnodes. |
Providing the same armor and coverage as a recon helmet and providing debuffs to combat skills, while also offering the largest buff to bandwidth, the mechlord helmet is for mechanitors that prefer to rely more heavily on their mechanoids to do the fighting instead of themselves. With the best armor and the best bandwidth of all the mechanitor headwear, it is the ultimate headpiece for them. It meets the apparel requirements of nobility as well.
As it deteriorates over time, and losing one means losing control of some of your mechanoids, make sure to have some way to replace one.
Comparison with a cataphract helmet and band nodes. 12 band nodes and 4 chemfuel powered generators will require 2,800 steel and 36 components. A cataphract helmet requires 50 Plasteel, 1 Advanced component. These materials are much easier to obtain than nano structuring chips and extra advanced components required by the mechlord helmet. 12 band nodes also give fewer raid points than a mechlord's helmet. Also, a cataphract helmet gives more protection, and reduces the likelihood of losing a mechanitor due to an unlucky pilum to the head.
It is worth remembering that band nodes are vulnerable to solar flares. Since solar flares last less than one day, mechanoids do not run wild. But during a solar flare, colonies relying on combat mechanoids will be left without protection.
Stats table
For the full effects of qualities, see Quality.
Version history[edit]
- Biotech DLC Release - Added.
- 1.4.3534 - Mechlord armor satisfies royal title requirements.