Difference between revisions of "Shield belt"
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− | + | {{infobox main | |
| name = Shield belt | | name = Shield belt | ||
| image = ShieldBelt.png|Shield belt | | image = ShieldBelt.png|Shield belt | ||
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| tags = BeltDefense | | tags = BeltDefense | ||
}} | }} | ||
− | The '''shield belt''' is an | + | The '''shield belt''' is an 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== | + | == Acquisition == |
− | As a complicated piece of technology, Shield Belts can only be made at the [[machining table]] and requires [[Research#Shields|Shields]] to be researched in order to be constructed. Crafting the belt requires {{Required Resources}}s, and a [[ | + | As a complicated piece of technology, Shield Belts can only be made at the [[machining table]] and requires [[Research#Shields|Shields]] to be researched in order to be constructed. Crafting the belt requires {{Required Resources}}s, {{ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. |
− | Alternatively, they can be received as a quest reward, purchased from traders, or found on [[Raiders]]. | + | Alternatively, they can be received as a [[quest]] reward, purchased from [[traders]], or found on [[Raiders]]. |
− | == | + | == Summary == |
− | + | Shield belts stop damage from incoming ranged attacks and explosions, at the cost of depleting charge. Belts have a charge dependent on their [[quality]], normally being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. It will also negate all damage from a single projectile even if the damage would be sufficient to completely deplete the shield's charge with more to spare. Also note that it does not prevent them from being set on fire{{Check Tag|Fact Check|Flame damage only ignites pawns if they take damage - does a shield prevent this ignition?}}, or staggering from being hit by weapons with sufficient [[stopping power]]. | |
− | + | Once a shields charge is expended, the shield will break and the belt will need to recharge. Upon being hit by an [[EMP]] from any source they instantly lose all power and the shield will break. 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. Their recharge rate also varies with quality. | |
− | + | Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them in melee however. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP. | |
− | === | + | === Quality table === |
− | + | The following table lists how much protection a shield belt provides at each [[quality]] level. | |
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− | The following table lists how much protection a shield belt provides at each [[quality]] level | ||
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<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}} | {{#vardefine:basecharge|1.1}}{{#vardefine:baseregen|0.13}} | ||
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|{{#expr:{{#var:basecharge}}*1.7*100 round 1}} | |{{#expr:{{#var:basecharge}}*1.7*100 round 1}} | ||
|{{#expr:{{#var:basecharge}}*2.1*100 round 1}} | |{{#expr:{{#var:basecharge}}*2.1*100 round 1}} | ||
+ | |- newline | ||
+ | !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 | |- newline | ||
!Recharge rate (energy per second) | !Recharge rate (energy per second) | ||
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|} | |} | ||
</li><div> | </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 tone/content/meaningful strategies}} | ||
+ | The shield belt is a vital 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. Once in melee range, melee pawns can be devastating as their [[DPS]] with a dedicated melee weapon will significantly outclass that of ranged enemies forced to melee attack with their ranged weapon. | ||
+ | |||
+ | 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 users can even be used to tank explosives, however care must be taken against [[doomsday rocket launcher|doomsday]]s and [[triple rocket launcher]]s, as the first shot may break the shield and allow the pawn to be caught by the secondary explosions. | ||
− | + | 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 very low sharp armor of the locust armor. | |
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== Version History == | == Version History == | ||
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* Prior to Alpha 17 it was called the '''Personal shield'''. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture. | * Prior to Alpha 17 it was called the '''Personal shield'''. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture. | ||
* In Beta 19 its crafting cost and market value is greatly reduced. | * In Beta 19 its crafting cost and market value is greatly reduced. | ||
+ | |||
+ | Shields used to block attacks from [[Spike trap]]s as if they were ranged attacks, however this is no longer the case. | ||
<gallery> | <gallery> |
Revision as of 12:25, 20 November 2021
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
Apparel
- Coverage
- Waist
- Layer
- Belt
Creation
- defName
- Apparel_ShieldBelt
- thingCategories
- ApparelUtility
- thingSetMakerTags
- RewardStandardMidFreq, RewardStandardQualitySuper
- tags
- BeltDefense
The shield belt is an 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
As a complicated piece of technology, Shield Belts can only be made at the machining table and requires Shields to be researched in order to be constructed. Crafting the belt requires 50 Steel, 20 Plasteel, 2 Componentss, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 6.
Alternatively, they can be received as a quest reward, purchased from traders, or found on Raiders.
Summary
Shield belts stop damage from incoming ranged attacks and explosions, at the cost of depleting charge. Belts have a charge dependent on their quality, normally being 110 points. This charge is depleted at a rate of 3.3 charge per 1 point of damage from attacks. It will also negate all damage from a single projectile even if the damage would be sufficient to completely deplete the shield's charge with more to spare. Also note that it does not prevent them from being set on fire[Fact Check], or staggering from being hit by weapons with sufficient stopping power.
Once a shields charge is expended, the shield will break and the belt will need to recharge. Upon being hit by an EMP from any source they instantly lose all power and the shield will break. 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. Their recharge rate also varies with quality.
Wearing a shield belt prevents the user from firing, but not equipping, ranged weapons. They can still use them in melee however. Note that shield belt wearers will not fire even if a shield belt is inactivated by damage or EMP.
Quality table
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 | 290 | 390 | 485 | 585 | 975 | 1950 |
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.
Analysis
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis section needs rewrite for tone/content/meaningful strategies. |
The shield belt is a vital 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. Once in melee range, melee pawns can be devastating as their DPS with a dedicated melee weapon will significantly outclass that of ranged enemies forced to melee attack with their ranged weapon.
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 users can even be used to tank explosives, however care must be taken against doomsdays and triple rocket launchers, as the first shot may break the shield and allow the pawn to be caught by the secondary explosions.
The shield belt can be used in combination with Locust armor to provide an equivalent to the Jump pack while still being able to equip the shield belt, while the shield belt is used to compensate for the very low sharp armor of the locust armor.
Version History
- 0.9.722 - added.
- Prior to Alpha 17 it was called the Personal shield. It received a rename in Alpha 17, has a crafting recipe and also a slight retexture.
- In Beta 19 its crafting cost and market value is greatly reduced.
Shields used to block attacks from Spike traps as if they were ranged attacks, however this is no longer the case.