Difference between revisions of "Smoke launcher"
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Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a [[smokepop pack]] due to the latters limited number of charges. | Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a [[smokepop pack]] due to the latters limited number of charges. | ||
− | Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons, your melee fighters will find it safer to charge in, without making your melee pawns give up a [[shield belt]] or better armor as with the [[jump pack]]{{RoyaltyIcon}} or [[locust armor]].{{RoyaltyIcon}} Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any [[body part weapons]] in melee. For ranged combat, smoke launchers can be used to reduce accuracy of High DPH pawns such as [[Charge lance]]s & [[Sniper rifle]]s or to lessen the pressure when being assaulted by projectiles from multiple ranged units like [[Gorehulk]]s.{{AnomalyIcon}} Blind Smoke can also be combined with [[Tox gas]]{{BiotechIcon}} to reduce accuracy further on certain pawns. | + | Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons, your melee fighters will find it safer to charge in, without making your melee pawns give up a [[shield belt]] or better armor as with the [[jump pack]]{{RoyaltyIcon}} or [[locust armor]].{{RoyaltyIcon}} Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any [[body part weapons]] in melee. For ranged combat, smoke launchers can be used to reduce accuracy of High DPH pawns such as [[Charge lance]]s & [[Sniper rifle]]s or to lessen the pressure when being assaulted by projectiles from multiple ranged units like [[Gorehulk]]s.{{AnomalyIcon}} Blind Smoke can also be combined with [[Tox gas]]{{BiotechIcon}} to reduce accuracy further on certain pawns.<br> |
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon. As accuracy is not important for smoke to function, smoke launchers are useful for pawns with a low shooting skill. These pawns would otherwise contribute little to gunfights. Like with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius in general. smoke launchers will synergize well with any weapon that has a forced miss radius as hits can be dealt without accuracy reducing it. | Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon. As accuracy is not important for smoke to function, smoke launchers are useful for pawns with a low shooting skill. These pawns would otherwise contribute little to gunfights. Like with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius in general. smoke launchers will synergize well with any weapon that has a forced miss radius as hits can be dealt without accuracy reducing it. | ||
Revision as of 16:26, 26 October 2024
Smoke launcher
A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 3.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 0 dmg (Smoke)
- Warm-Up
- 210 ticks (3.5 secs)
- Cooldown
- 210 ticks (3.5 secs)
- Range
- 23.9 tile(s)
- Velocity
- 40 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 1.9 tile(s)
- Blast Radius
- 2.4
Melee Combat
- Melee Attack 1
- Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Gunsmithing
- Skill Required
- Crafting 4
- Work To Make
- 30,000 ticks (8.33 mins)
- Work Speed Stat
- General Labor Speed
- Has Quality
- False
- weaponTags
- GrenadeSmoke
- tradeTags
- WeaponRanged
The smoke launcher fires smoke bombs that explode on impact, covering a small area with smoke equal to a 5x5 square without corners, regardless of item quality.
Acquisition
Smoke launchers can be crafted at a machining table once the gunsmithing research project has been completed. Each requires 75 Steel, 4 Components, 30,000 ticks (8.33 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Smoke launchers can also be purchased from outlander and orbital combat suppliers or outlander faction bases.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: new gas mechanics.. |
Smoke launchers create blind smoke.
Blind smoke reduces accuracy of any regular projectile, player or enemy, multiplying ranged accuracy by ×70%. For more detail on how this penalty is applied relative to other factors, see Weapons. Since most explosives have a Forced Miss Radius, they are mostly unaffected by the gas. The smoke does not have to cover either the shooter or the target; any smoke in the way will cause the accuracy reduction. In addition, turrets, player and enemy alike, cannot target through pawns that have one or more tiles of smoke between them and the turret.
Analysis
Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. Since the smoke blocks line-of-sight, you don't need to directly blanket the turret with smoke - as long as there is smoke between you and the turret, the turret will not lock on. By inching closer with a smoke launcher, you can approach safely. Continuously firing smoke at a turret can keep it blinded indefinitely - allowing others to safely destroy it or handle other threats. This is far easier to do with a smoke launcher than a smokepop pack due to the latters limited number of charges.
Smoke is also useful in preparing for a melee rush. By reducing the accuracy of ranged weapons, your melee fighters will find it safer to charge in, without making your melee pawns give up a shield belt or better armor as with the jump pack or locust armor. Once you've closed with an enemy, the smoke grenadier can either continue to put down smoke, retreat, or engage using the weapon and any body part weapons in melee. For ranged combat, smoke launchers can be used to reduce accuracy of High DPH pawns such as Charge lances & Sniper rifles or to lessen the pressure when being assaulted by projectiles from multiple ranged units like Gorehulks. Blind Smoke can also be combined with Tox gas to reduce accuracy further on certain pawns.
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon. As accuracy is not important for smoke to function, smoke launchers are useful for pawns with a low shooting skill. These pawns would otherwise contribute little to gunfights. Like with other launchers, pawns with the trigger-happy trait can fire it much faster with essentially no downsides due to the forced miss radius in general. smoke launchers will synergize well with any weapon that has a forced miss radius as hits can be dealt without accuracy reducing it.
Training
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc.
Version history
- 1.1.0 - Added
- 1.2.2753 - Projectiles are now rendered with a visual arc and ground shadow.
- 1.5.4241 - Smoke launchers no longer have qualities.