Difference between revisions of "Smoke launcher"

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{{Stub}}
 
 
{{Infobox main|weapon
 
{{Infobox main|weapon
 
| name = Smoke launcher
 
| name = Smoke launcher
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| mass base = 3.4
 
| mass base = 3.4
 
| work to make = 30000
 
| work to make = 30000
 +
| work speed stat = General Labor Speed
 
| meleeattack1dmg = 9
 
| meleeattack1dmg = 9
 
| meleeattack1type = blunt
 
| meleeattack1type = blunt
Line 42: Line 42:
 
| meleeattack3cool = 2.0
 
| meleeattack3cool = 2.0
 
| meleeattack3ap = 13
 
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
 
| MeleeWeaponAverageAP = 13
 
 
| page verified for version =
 
| page verified for version =
 
| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| skill 1 level = 4
 +
| has quality = false
 
| weaponTags = GrenadeSmoke
 
| weaponTags = GrenadeSmoke
 
| thingSetMakerTags =  
 
| thingSetMakerTags =  
 +
| tradeTags = WeaponRanged
 
}}
 
}}
 
{{Info|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.}}
 
{{Info|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 ==
 
== Acquisition ==
Smoke launchers can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
{{Acquisition}}
  
 
Smoke launchers can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers or outlander [[faction base]]s.
 
Smoke launchers can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers or outlander [[faction base]]s.
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason=With new gas mechanics, this is necessary. Also check if quality affects new gas mechanics}}
+
{{Stub|section=1|reason=new gas mechanics. }}
 
Smoke launchers create [[blind smoke]].  
 
Smoke launchers create [[blind smoke]].  
  
Blind smoke reduces accuracy of any [[ranged weapons|regular projectile]], player or enemy, by {{Bad|x30%}}. Explosives generally have a [[Forced Miss Radius]], so are largely 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, [[turret]]s cannot target any creature in or in the way of smoke.
+
Blind smoke reduces accuracy of any [[ranged weapons|regular projectile]], player or enemy, multiplying ranged accuracy by {{Bad|x70%}}. For more detail on how this penalty is applied relative to other factors, see [[Weapons#Accuracy|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.
 
 
Smoke launchers of all [[quality|qualities]] are functionally identical, except for their melee damage and {{AP}} and their market value.{{Check Tag|Verify|Does quality have any effect with the new gas mechanics}}
 
  
 
== Analysis ==
 
== 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 launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. (Note: turrets already locked on before smoke is deployed may still fire) 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.
 
 
 
Smoke launchers deal no damage to pawns or structures, even on direct hits. Therefore, they are a purely support weapon, useful for pawns with low combat skills who would otherwise not contribute much. As with other launchers, pawns with the [[trigger-happy]] trait can fire it much faster with essentially no downsides due to the forced miss radius.
 
  
 +
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.
  
 
=== Training ===
 
=== 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.
 
Because it does no damage but trains shooting skill, you can use this to train low shooting skills by shooting colonists, animals, prisoners, etc.
 
== Melee quality table ==
 
{{Weapon Quality Table/Melee}}
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/1.1.0|1.1.0]] - Added
 
* [[Version/1.1.0|1.1.0]] - Added
 
+
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.
 +
* [[Version/1.5.4241|1.5.4241]] - Smoke launchers no longer have qualities.
 
{{Nav|weapon|wide}}
 
{{Nav|weapon|wide}}
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]
 
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]

Latest revision as of 21:48, 16 November 2024

Smoke launcher

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

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
380 Silver
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

Crafted At
Machining table
Required Research
Gunsmithing
Skill Required
Crafting 4
Work To Make
30,000 ticks (8.33 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 4
Technical
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[edit]

Smoke launchers can be crafted at a machining table once the gunsmithing research project has been completed. Each requires Steel 75 Steel, Component 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[edit]

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[edit]

Smoke launchers are useful when fighting turrets, since the smoke can totally prevent them from locking on. (Note: turrets already locked on before smoke is deployed may still fire) 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 packContent added by the Royalty DLC or locust armor.Content added by the Royalty DLC 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.Content added by the Anomaly DLC Blind Smoke can also be combined with Tox gasContent added by the Biotech DLC 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[edit]

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[edit]

  • 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.