Difference between revisions of "Shield belt"

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<onlyinclude>
+
{{Infobox main
{{infobox main
+
| name = Shield belt
|name = Shield belt
+
| image = ShieldBelt.png
|image = PersonalShield.png|Shield belt
+
| description = A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.
|description = "A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well."
+
| type = Gear
|type = Gear
+
| type2 = Utility
|type2 = Armor
+
| tech level = Spacer
|hp = 100
+
| hp = 100
|marketvalue = 1200
+
| marketvalue = 390
|mass base = 3
+
| mass base = 3
}}</onlyinclude>
+
| production facility 1 = Machining table
 +
| research = Shields
 +
| work to make = 14000
 +
| work speed stat = General Labor Speed
 +
| resource 1 = Steel
 +
| resource 1 amount = 50
 +
| resource 2 = Plasteel
 +
| resource 2 amount = 20
 +
| resource 3 = Component
 +
| resource 3 amount = 2
 +
| skill 1 = Crafting
 +
| skill 1 level = 6
 +
| lifestage = Child, Adult
 +
| clothing for nudity = False
 +
| coverage = Waist
 +
| layer = Belt
 +
| has quality = true
 +
| defName = Apparel_ShieldBelt
 +
| thingCategories = ApparelUtility
 +
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper
 +
| tags = BeltDefense
 +
}}
 +
The '''shield belt''' is a defensive [[utility]] item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.
  
== Description ==
+
== Acquisition ==
 +
{{Acquisition}}
  
The shield belt is an electrical defense accessory worn by melee fighters to absorb projectiles by creating a bubble of energy. Its sturdiness varies according to quality and durability, normally being 110 points. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire with an active personal shield. Personal shields lose power for 50 seconds before rebooting when their electrical resistance reaches zero. They will recharge starting from zero, so they can be easily broken once again.
+
Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raider|raiders]].
  
== Visuals ==
+
== Summary ==
Pawns equipped with a shield belt will have a white bubble around them, which will shrink and diminish as the charge reduces.
+
{{Image Wanted|section=1| reason= Shield strenth widget}}
 +
Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, which penetrate). The amount of charge is dependent on the belt's [[quality]], with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield temporarily broken. The shield does not prevent pawns from being set on fire{{Check Tag|Fact Check|Flame damage only ignites pawns if they take damage - does a shield prevent this ignition?}}, explosions from detonating, or being staggered from weapons with sufficient [[stopping power]].  
  
<gallery widths="320px" heights="320px" class="center" mode="nolines">
+
Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shield's charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. In either case, it takes {{Ticks|3200}} after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).
 
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).
 
</gallery>
 
  
== Stats ==
+
Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them as blunt melee weapons. The ranged weapons integrated into the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}} are also disabled, though a [[sanguophages|sanguophage's]] {{BiotechIcon}} piercing spine is not. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.
  
The following table lists how much protection a shield belt provides at each quality level, assuming full durability. <br>
+
Enemies can also wear shield belts and use them. For example, even upon being resurrected as a [[shambler]]{{AnomalyIcon}}, pawns with a shield belt equipped will still use it as normal.
When damaged, shields can lose maximum charge and recharge slower.
 
  
Note that shields appear to take ~2.7x the damage that an attack normally does.
+
{{Utility Note}}
  
 +
=== Quality table ===
 +
The following table lists how much protection a shield belt provides at each [[quality]] level.
 +
<div><li style="display: inline-table;">
 +
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}}
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
!Quality
+
! Quality
!Awful
+
! Awful
!Shoddy
+
! Poor
!Poor
+
! Normal
!Normal
+
! Good
!Good
+
! Excellent
!Superior
+
! Masterwork
!Excellent
+
! Legendary
!Masterwork
 
!Legendary
 
 
|-  
 
|-  
!Maximum charge
+
! Maximum charge
|77
+
| {{#expr:{{#var:basecharge}}*0.6*100 round 1}}
|88
+
| {{#expr:{{#var:basecharge}}*0.8*100 round 1}}
|99
+
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}
|110
+
| {{#expr:{{#var:basecharge}}*1.2*100 round 1}}
|121
+
| {{#expr:{{#var:basecharge}}*1.4*100 round 1}}
|138
+
| {{#expr:{{#var:basecharge}}*1.7*100 round 1}}
|154
+
| {{#expr:{{#var:basecharge}}*2.1*100 round 1}}
|176
+
|- newline
|204
+
! Damage capacity
 +
| {{#expr:{{#var:basecharge}}*0.6*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*0.8*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*1.2*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*1.4*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*1.7*(100/3.3) round 1}}
 +
| {{#expr:{{#var:basecharge}}*2.1*(100/3.3) round 1}}
 +
|- newline
 +
! Recharge rate (energy per second)
 +
| {{#expr:{{#var:baseregen}}*0.9*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*0.95*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*1.05*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*1.10*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*1.2*100 round 1}}
 +
| {{#expr:{{#var:baseregen}}*1.3*100 round 1}}
 
|- newline
 
|- newline
!Recharge rate
+
! Market Value
|10%/s
+
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }} {{Icon Small|silver}}
|11%/s
+
| {{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }} {{Icon Small|silver}}
|12%/s
+
| {{#expr: {{Market Value|{{P|Market Value Base}}}} }} {{Icon Small|silver}}
|13%/s
+
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}>{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{Icon Small|silver}}
|14%/s
+
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}>{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}} {{Icon Small|silver}}
|14%/s
+
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}>{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}} {{Icon Small|silver}}
|15%/s
+
| {{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}>{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}} {{Icon Small|silver}}
|15%/s
 
|15%/s
 
 
|}
 
|}
 +
</li><div>
 +
 +
=== Visuals ===
 +
The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.
 +
<gallery widths="210px" heights="210px" class="center" mode="nolines">
 +
File:Shielded colonists example.png|Shielded colonists (left) and unshielded ones (right).
 +
File:Depleted shield.png|Full shield (left) compared to nearly depleted shield (right).</gallery>
 +
 +
== Analysis ==
 +
{{Stub|reason=Analysis section needs rewrite for content/meaningful strategies}}
 +
The shield belt provides a substantial amount of defense for melee pawns. It blocks great portions of gunfire, which allows them to close in on ranged enemies. Enemies will not fire their guns when in melee combat, so engaging ranged enemies in melee will practically neutralize them. This means that a shield belt not only protects its wearer, but the strategies it allows can protect the entire colony.
  
== Tips ==
+
As shield belts constantly recharge until broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible so they'll target your shield bait. This is especially effective against mechanoids to absorb those lethal charge lance shots and stray minigun hits, or rocket-wielding raiders to take a direct rocket hit without much of a scratch (though weaker shields will be destroyed in one hit).
 
  
It is also an important piece of equipment for melee colonists, as it blocks a significant portion of gunfire, allowing them to close in on ranged enemies to attack them.
+
Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible, so they'll target your shield bait. This is especially effective against mechanoids, to absorb those lethal charge lance shots and stray minigun hits. Shield belts can help with [[kiting]] and other sorts of luring tactics.
 +
 
 +
The shield belt can be used in combination with [[locust armor]] {{RoyaltyIcon}} to provide an equivalent to the [[jump pack]] {{RoyaltyIcon}} while still being able to equip the shield belt, while the shield belt is used to compensate for the low sharp protection of the locust armor. Note that the shield belt will only protect against ranged fire, so a jump pack and more protective armor is superior when facing melee enemies.
  
 
== Trivia ==
 
== Trivia ==
*Prior to Alpha 17 it is called the '''Personal shield'''.
+
* Shield belts bear some similarity to shields in the ''Dune'' franchise, mainly in that they do not allow any high-speed object to enter ''or'' exit the shield, rendering guns useless to shield belt users.
 +
 
 +
== Version history ==
 +
* [[Version/0.9.722|0.9.722]] - Added as the '''Personal shield'''.
 +
* Alpha 17 - Renamed from '''Personal shield''' to '''Shield belt'''. Now has a crafting recipe and also gained a slight retexture.
 +
* Beta 19 - its crafting cost and market value is greatly reduced.
 +
* [[Version/1.2.2900|1.2.2900]] or earlier - Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case.
 +
* [[Version/1.3.3066|1.3.3066]] - Wearing a shield belt now prevents firing the integrated launcher in the [[grenadier armor]] {{RoyaltyIcon}} and [[phoenix armor]] {{RoyaltyIcon}}. Previously they could be fired but could only target only adjacent squares (including diagonals).
 +
* Unknown version after [[Version/1.3.3101]] - Shield belts are now defined as having Spacer [[tech level]]. Previously, they were defined as having an medieval [[tech level]] despite requiring an industrial research project and obviously being a high tech piece of equipment.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
 +
* [[Version/1.4.3531|1.4.3531]] - [[Children]]{{BiotechIcon}} can now wear shield belts.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: Error when shield belt on ground is hit by EMP explosion.
 +
 
 +
<gallery>
 +
PersonalShield.png|Original Personal Shield sprite
 +
</gallery>
 +
 
 +
{{Nav|utility|wide}}
 +
[[Category:Utility]]

Latest revision as of 04:40, 17 October 2024

Shield belt

Shield belt

A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.

Base Stats

Type
GearUtility
Tech Level
Spacer
Market Value
390 Silver
Mass
3 kg
HP
100

Apparel

Clothing For Nudity
False
Lifestage
Child, Adult
Coverage
Waist
Layer
Belt

Creation

Crafted At
Machining table
Required Research
Shields
Skill Required
Crafting 6
Work To Make
14,000 ticks (3.89 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 50 + Plasteel 20 + Component 2
Technical
defName
Apparel_ShieldBelt
Has Quality
True
thingCategories
ApparelUtility
thingSetMakerTags
RewardStandardMidFreq, RewardStandardQualitySuper
tags
BeltDefense


The shield belt is a defensive utility item that generates a bubble of energy to absorb projectiles. It blocks projectile attacks both from the outside and from within, meaning colonists will not fire ranged weapons with an equipped shield belt, and instead are limited to melee weapons only.

Acquisition[edit]

Shield belts can be crafted at a machining table once the shields research project has been completed. Each requires Steel 50 Steel, Plasteel 20 Plasteel, Component 2 Components, 14,000 ticks (3.89 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

Alternatively, they can be received as a quest reward, purchased from traders, or found on raiders.

Summary[edit]

Shield belts are worn at the waist, and use their own charge to stop damage from incoming ranged attacks and explosions (except flame explosions, which penetrate). The amount of charge is dependent on the belt's quality, with the default being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. If an attack would be sufficient to completely deplete the shield's charge, then the rest of its damage is negated, and the shield temporarily broken. The shield does not prevent pawns from being set on fire[Fact Check], explosions from detonating, or being staggered from weapons with sufficient stopping power.

Shield belts constantly recharge at a rate dependent on their quality, so long as they are not broken. However, once a shield's charge is completely expended, the shield will break and the belt will be temporarily disabled. Similarly, upon being hit by an EMP from any source they instantly lose all power and the shield will break. In either case, it takes 3,200 ticks (53.33 secs) after breaking before it begins to recharge again. They will recharge starting from 20 points, meaning they can be easily broken once again.

Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them as blunt melee weapons. The ranged weapons integrated into the grenadier armor Content added by the Royalty DLC and phoenix armor Content added by the Royalty DLC are also disabled, though a sanguophage's Content added by the Biotech DLC piercing spine is not. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.

Enemies can also wear shield belts and use them. For example, even upon being resurrected as a shamblerContent added by the Anomaly DLC, pawns with a shield belt equipped will still use it as normal.

Like all utility items, a shield belt 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[edit]

The following table lists how much protection a shield belt provides at each quality level.

  • Quality Awful Poor Normal Good Excellent Masterwork Legendary
    Maximum charge 66 88 110 132 154 187 231
    Damage capacity 20 26.7 33.3 40 46.7 56.7 70
    Recharge rate (energy per second) 11.7 12.4 13 13.7 14.3 15.6 16.9
    Market Value 195 Silver 290 Silver 390 Silver 485 Silver 585 Silver 975 Silver 1950 Silver
  • Visuals[edit]

    The shield takes the form of a white bubble around them, which will shrink and diminish as the charge reduces and will vanish if the shield is downed. It shows up when the colonist is drafted, or under ranged attack.

    Analysis[edit]

    The shield belt provides a substantial amount of defense for melee pawns. It blocks great portions of gunfire, which allows them to close in on ranged enemies. Enemies will not fire their guns when in melee combat, so engaging ranged enemies in melee will practically neutralize them. This means that a shield belt not only protects its wearer, but the strategies it allows can protect the entire colony.

    As shield belts constantly recharge until broken, shielded pawns are effectively invulnerable when facing enemies that have a DPS below 1/3.3x the recharge rate of their belt.

    Shield belts make it viable to bait enemy fire without placing your colonists at serious risk. Simply equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible, so they'll target your shield bait. This is especially effective against mechanoids, to absorb those lethal charge lance shots and stray minigun hits. Shield belts can help with kiting and other sorts of luring tactics.

    The shield belt can be used in combination with locust armor Content added by the Royalty DLC to provide an equivalent to the jump pack Content added by the Royalty DLC while still being able to equip the shield belt, while the shield belt is used to compensate for the low sharp protection of the locust armor. Note that the shield belt will only protect against ranged fire, so a jump pack and more protective armor is superior when facing melee enemies.

    Trivia[edit]

    • Shield belts bear some similarity to shields in the Dune franchise, mainly in that they do not allow any high-speed object to enter or exit the shield, rendering guns useless to shield belt users.

    Version history[edit]

    • 0.9.722 - Added as the Personal shield.
    • Alpha 17 - Renamed from Personal shield to Shield belt. Now has a crafting recipe and also gained a slight retexture.
    • Beta 19 - its crafting cost and market value is greatly reduced.
    • 1.2.2900 or earlier - Shields used to block attacks from Spike traps as if they were ranged attacks, however this is no longer the case.
    • 1.3.3066 - Wearing a shield belt now prevents firing the integrated launcher in the grenadier armor Content added by the Royalty DLC and phoenix armor Content added by the Royalty DLC. Previously they could be fired but could only target only adjacent squares (including diagonals).
    • Unknown version after Version/1.3.3101 - Shield belts are now defined as having Spacer tech level. Previously, they were defined as having an medieval tech level despite requiring an industrial research project and obviously being a high tech piece of equipment.
    • 1.4.3523 - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.
    • 1.4.3531 - ChildrenContent added by the Biotech DLC can now wear shield belts.
    • 1.4.3682 - Fix: Error when shield belt on ground is hit by EMP explosion.